Initial Commit
Added ref FX_Files Added Dome parts Added Usable textures Added Other filled with notes, etc
|
@ -0,0 +1,3 @@
|
|||
-- Copy one of the files to the worlds folder of ones map.
|
||||
-- Rename it to the 3 letter name of the map exactly!
|
||||
-- Try copying other settings too.
|
After Width: | Height: | Size: 16 KiB |
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@ -0,0 +1,67 @@
|
|||
// regular ember
|
||||
Effect("Precipitation")
|
||||
{
|
||||
Enable(1);
|
||||
Type("Quads");
|
||||
Texture("fx_ember");
|
||||
ParticleSize(0.025);
|
||||
Color(255, 255, 255);
|
||||
Range(15.0);
|
||||
Velocity(-0.3);
|
||||
VelocityRange(1);
|
||||
PC()
|
||||
{
|
||||
ParticleDensity(20.0);
|
||||
}
|
||||
ParticleDensityRange(0.0);
|
||||
CameraCrossVelocityScale(0.5);
|
||||
CameraAxialVelocityScale(1.0);
|
||||
AlphaMinMax(0.5, 0.9);
|
||||
RotationRange(25);
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||||
}
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||||
|
||||
// light ember
|
||||
Effect("Precipitation")
|
||||
{
|
||||
Enable(1);
|
||||
Type("Quads");
|
||||
Texture("fx_ember");
|
||||
ParticleSize(0.015);
|
||||
Color(255, 255, 255);
|
||||
Range(15.0);
|
||||
Velocity(2.0);
|
||||
VelocityRange(0.8);
|
||||
|
||||
PC()
|
||||
{
|
||||
ParticleDensity(100.0);
|
||||
}
|
||||
ParticleDensityRange(0.0);
|
||||
CameraCrossVelocityScale(1.0);
|
||||
CameraAxialVelocityScale(1.0);
|
||||
AlphaMinMax(0.3, 0.45);
|
||||
RotationRange(2.0);
|
||||
}
|
||||
|
||||
// heavy snow
|
||||
Effect("Precipitation")
|
||||
{
|
||||
Enable(1);
|
||||
Type("Quads");
|
||||
Texture("fx_ember");
|
||||
ParticleSize(0.015);
|
||||
Color(255, 255, 255);
|
||||
Range(15.0);
|
||||
Velocity(4.0);
|
||||
VelocityRange(0.8);
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||||
|
||||
PC()
|
||||
{
|
||||
ParticleDensity(256.0);
|
||||
}
|
||||
ParticleDensityRange(2.0);
|
||||
CameraCrossVelocityScale(1.0);
|
||||
CameraAxialVelocityScale(1.0);
|
||||
AlphaMinMax(0.3, 0.45);
|
||||
RotationRange(2.0);
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
Effect("FogCloud")
|
||||
{
|
||||
Enable(1);
|
||||
Texture("fluffy");
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||||
Range(60.0, 100.0);
|
||||
Color(168, 172, 180, 128);
|
||||
Velocity(5.0, 0.0);
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Rotation(0.1);
|
||||
Height(16.0);
|
||||
ParticleSize(28.0);
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ParticleDensity(60.0);
|
||||
}
|
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@ -0,0 +1,51 @@
|
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// light rain
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||||
Effect("Precipitation")
|
||||
{
|
||||
Enable(1);
|
||||
Type("Streaks");
|
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Range(12.5);
|
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Color(216, 220, 228);
|
||||
VelocityRange(1.0);
|
||||
ParticleDensityRange(0.0);
|
||||
CameraCrossVelocityScale(0.2);
|
||||
CameraAxialVelocityScale(1.0);
|
||||
|
||||
GroundEffect("com_sfx_rainsplash");
|
||||
GroundEffectSpread(8);
|
||||
|
||||
PC()
|
||||
{
|
||||
AlphaMinMax(0.3, 0.45);
|
||||
ParticleSize(0.02);
|
||||
ParticleDensity(256.0);
|
||||
Velocity(9.0);
|
||||
StreakLength(1.0);
|
||||
GroundEffectsPerSec(15);
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||||
}
|
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}
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|
||||
// heavy rain
|
||||
Effect("Precipitation")
|
||||
{
|
||||
Enable(1);
|
||||
Type("Streaks");
|
||||
Range(12.5);
|
||||
Color(216, 220, 228);
|
||||
VelocityRange(1.0);
|
||||
ParticleDensityRange(0.0);
|
||||
CameraCrossVelocityScale(0.2);
|
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CameraAxialVelocityScale(1.0);
|
||||
|
||||
GroundEffect("com_sfx_rainsplash");
|
||||
GroundEffectSpread(8);
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||||
|
||||
PC()
|
||||
{
|
||||
AlphaMinMax(0.3, 0.45);
|
||||
ParticleSize(0.02);
|
||||
ParticleDensity(512.0);
|
||||
Velocity(15.0);
|
||||
StreakLength(4.0);
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GroundEffectsPerSec(15);
|
||||
}
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||||
}
|
|
@ -0,0 +1,67 @@
|
|||
// light snow
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||||
Effect("Precipitation")
|
||||
{
|
||||
Enable(1);
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||||
Type("Quads");
|
||||
Texture("fx_snow");
|
||||
ParticleSize(0.015);
|
||||
Color(255, 255, 255);
|
||||
Range(15.0);
|
||||
Velocity(2.0);
|
||||
VelocityRange(0.8);
|
||||
|
||||
PC()
|
||||
{
|
||||
ParticleDensity(100.0);
|
||||
}
|
||||
ParticleDensityRange(0.0);
|
||||
CameraCrossVelocityScale(1.0);
|
||||
CameraAxialVelocityScale(1.0);
|
||||
AlphaMinMax(0.3, 0.45);
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||||
RotationRange(2.0);
|
||||
}
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||||
|
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// heavy snow
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Effect("Precipitation")
|
||||
{
|
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Enable(1);
|
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Type("Quads");
|
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Texture("fx_snow");
|
||||
ParticleSize(0.015);
|
||||
Color(255, 255, 255);
|
||||
Range(15.0);
|
||||
Velocity(4.0);
|
||||
VelocityRange(0.8);
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||||
|
||||
PC()
|
||||
{
|
||||
ParticleDensity(256.0);
|
||||
}
|
||||
ParticleDensityRange(2.0);
|
||||
CameraCrossVelocityScale(1.0);
|
||||
CameraAxialVelocityScale(1.0);
|
||||
AlphaMinMax(0.3, 0.45);
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||||
RotationRange(2.0);
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||||
}
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||||
|
||||
// blizzard
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Effect("Precipitation")
|
||||
{
|
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Enable(1);
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Type("Quads");
|
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Texture("fx_snow");
|
||||
ParticleSize(0.025);
|
||||
Color(255, 255, 255);
|
||||
Range(15.0);
|
||||
Velocity(-0.3);
|
||||
VelocityRange(1);
|
||||
PC()
|
||||
{
|
||||
ParticleDensity(500.0);
|
||||
}
|
||||
ParticleDensityRange(4.0);
|
||||
CameraCrossVelocityScale(0.5);
|
||||
CameraAxialVelocityScale(1.0);
|
||||
AlphaMinMax(0.5, 0.9);
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||||
RotationRange(25);
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||||
}
|
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@ -0,0 +1,17 @@
|
|||
SunFlare()
|
||||
{
|
||||
Angle(120.000000, -30.000000);
|
||||
Color(255, 255, 255);
|
||||
Size(5.0);
|
||||
FlareOutSize(40.0);
|
||||
NumFlareOuts(40);
|
||||
InitialFlareOutAlpha(70);
|
||||
HaloInnerRing(0.0, 255, 255, 255, 255);
|
||||
PC()
|
||||
{
|
||||
HaloMiddleRing(10.0, 255, 200, 0, 128);
|
||||
}
|
||||
HaloOutterRing(40.0, 255, 127, 0, 0);
|
||||
SpikeColor(230,230,0,128);
|
||||
SpikeSize(9.0);
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||||
}
|
|
@ -0,0 +1,499 @@
|
|||
------------------------------------------------------------------------------
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||||
Soldier Animation System
|
||||
------------------------------------------------------------------------------
|
||||
|
||||
Character:
|
||||
human [custom]
|
||||
|
||||
Soldier animations are organized at the top level by a hierarchy of
|
||||
character types, each of which (except human, the root) inherit from
|
||||
another character type in the hierarchy (default: human).
|
||||
|
||||
Examples of custom character types are 'bdroid', 'ewok', and so on.
|
||||
Custom character types are generally distinguished from human by a custom
|
||||
skeleton, and allow the overriding of movement and action animations
|
||||
independent of the weapon being used. Custom types may be defined in
|
||||
soldier ODFs using the SkeletonName or AnimationName tag.
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||||
|
||||
Weapon:
|
||||
rifle bazooka tool pistol grenade melee
|
||||
[custom]
|
||||
|
||||
Soldier animations are organized next by a hierarchy of weapon types, each
|
||||
of which (except rifle, the root) inherit from another weapon type in the
|
||||
hierachy. For the predefined standard types, bazooka and tool inherit
|
||||
from rifle and pistol, grenade, and melee inherit from tool. Custom
|
||||
weapons may be defined in weapon ODFs using the CustomAnimationBank or
|
||||
ComboAnimationBank tag and must specify either a standard type or a
|
||||
previously defined custom type as their parent.
|
||||
|
||||
Examples of custom weapon types might be 'hanblaster' from 'pistol' or
|
||||
'lukesaber' from 'melee'. Custom weapon types are useful for defining new
|
||||
weapon animations while still inheriting a skeleton and movement
|
||||
animations independently based on character type.
|
||||
|
||||
Each weapon may or may not support alert states. For instance, bazooka
|
||||
and melee do not, since they are effectively always alert. Combo weapon
|
||||
types also specify a combo file controlling the weapon FSM simulation and
|
||||
associated animation states.
|
||||
|
||||
Posture:
|
||||
stand crouch prone standalert crouchalert pronealert
|
||||
|
||||
A soldier who is not playing action, custom, or override animations is
|
||||
always in one of the above postures. Alert postures are used for a few
|
||||
seconds after playing a weapon_shoot* animation to avoid popping when
|
||||
shooting repeatedly.
|
||||
|
||||
Scope:
|
||||
upper lower full
|
||||
|
||||
A soldier is divided into upper and lower parts which can be animated
|
||||
independently or together.
|
||||
|
||||
Animations:
|
||||
Animations come in several types, but most have the following parameters:
|
||||
Loop - does the animation loop when it completes.
|
||||
Blend time - how long does the animation take to blend in when it begins.
|
||||
Scope - if the animation does not override it, what parts of the soldier
|
||||
are affected by the animation.
|
||||
|
||||
Currently, loop and blend time are hard coded.
|
||||
|
||||
Weapon Animations:
|
||||
shoot shoot2 shoot_secondary shoot_secondary2
|
||||
charge reload
|
||||
|
||||
Weapon animations cover various weapon specific actions, and are named
|
||||
<character>_<weapon>_<posture>_<anim>[_<scope>]. For example,
|
||||
human_bazooka_stand_reload.
|
||||
<posture> does not include alert postures for weapon animations - weapon
|
||||
animations are effectively always alert.
|
||||
<scope> defaults to 'upper' for all weapon animations, as they will
|
||||
generally be combined with movement animations on the lower body. A
|
||||
weapon animation that overrides this to 'full' by being named, for
|
||||
instance, human_rifle_stand_shoot_full, will also have precedence over
|
||||
idle movement animations on the lower body.
|
||||
<loop> is false for all weapon animations.
|
||||
<blend time> is 0.02s for shoot*, 0.5s for other weapon animations
|
||||
|
||||
Any weapon animations that are not directly defined for a character and
|
||||
weapon combination will inherit from other animations based on the
|
||||
following rules, until a defined animation is found. For example, for
|
||||
bdroid_tool_crouch_shoot2:
|
||||
1) from <character parent>_<weapon>_<posture>_<anim>, i.e.
|
||||
from human_tool_crouch_shoot2
|
||||
2) for shoot* anims, from shoot or shoot2 or shoot3, i.e.
|
||||
from bdroid_tool_crouch_shoot, bdroid_tool_crouch_shoot3
|
||||
3) for posture 'crouch', from <character>_<weapon>_stand_<anim>, i.e.
|
||||
from bdroid_tool_stand_shoot2 (this is to support grenades/melee)
|
||||
4) from <character>_<weapon parent>_<posture>_<anim>, i.e.
|
||||
from bdroid_rifle_crouch_shoot.
|
||||
|
||||
Note that all inheritance actually happens character by character, and
|
||||
that rule 1 is applied for all weapons before rules 2-4 are applied. In
|
||||
simpler terms, all human_* animations are resolved before bdroid attempts
|
||||
to inherit from human, and all bdroid_tool_* animations inherit from
|
||||
human_tool_* before bdroid_grenade_* attempts to inherit from them.
|
||||
Additional rules for inheritance are defined in specific cases -
|
||||
See SoldierAnimatorClass.cpp::_PostLoad() for the details, which have
|
||||
become complicated...
|
||||
|
||||
After the inheritance rules have been applied, all animations except
|
||||
must be defined for the upper body, and no animations must be defined for
|
||||
the lower body. Weapons without a charge state do not need a charge
|
||||
animation, and weapons without reload do not need a reload animation.
|
||||
The inheritance rules allow for only one of the shoot* animations being
|
||||
defined, and for crouch animations being undefined, since they default
|
||||
to stand posture.
|
||||
|
||||
Movement Animations:
|
||||
idle_emote idle_checkweapon idle_lookaround(idle_takeknee)
|
||||
turnleft turnright
|
||||
walkforward runforward walkbackward runbackward
|
||||
walkright runright walkleft runleft
|
||||
|
||||
Movement animations cover various turning and walking actions, and are
|
||||
named <character>_<weapon>_<posture>_<anim>[_<scope>]. For example,
|
||||
bdroid_tool_prone_idle_checkweapon.
|
||||
<posture> may include alert animations for weapons that support them.
|
||||
<scope> defaults to 'full' for human_rifle_*, to 'lower' for turn*
|
||||
animations, and to 'upper' for other animations.
|
||||
<loop> is true for all animations except turn*.
|
||||
<blend time> is 0.4 for prone/pronealert postures and 0.15 for others.
|
||||
|
||||
Any movement animations thate are not directly defined for a character
|
||||
and weapon combination will inherit from other animations based on the
|
||||
following rules, until a defined animation is found. For example, for
|
||||
bdroid_tool_crouchalert_idle_lookaround:
|
||||
0) for alert postures with weapons that do not support alert states,
|
||||
simply copy the final results from non alert posture.
|
||||
1) from <character>_<weapon parent>_<posture>_<anim>, i.e.
|
||||
from bdroid_rifle_crouchalert_idle_lookaround. For alert postures,
|
||||
weapons which support alert states inherit from the first parent which
|
||||
also supports alert states, skipping any that do not.
|
||||
2) from <character parent>_<weapon>_<posture>_<anim>, i.e.
|
||||
from human_tool_crouchalert_idle_lookaround.
|
||||
3) from <character>_<weapon>_<nonalert posture>_<anim>, i.e.
|
||||
from bdroid_tool_crouch_idle_lookaround
|
||||
4) for human_*idle* and human_*turn* animations, from idle_emote then
|
||||
stand_idle_emote, i.e. human_tool_crouch_idle_checkweapon would
|
||||
inherit from human_tool_crouch_idle_emote, then
|
||||
human_tool_stand_idle_emote.
|
||||
|
||||
Inheritance works as in weapon animations, with rules 0, 1 applied first.
|
||||
Additional rules for inheritance are defined in specific cases -
|
||||
See SoldierAnimatorClass.cpp::_PostLoad() for the details, which have
|
||||
become complicated...
|
||||
|
||||
After the inheritance rules have been applied, all idle animations must be
|
||||
defined for the full body, turn animations for the lower body. At least
|
||||
one of walk/run must be defined for the full body for forward and backward.
|
||||
If at least one of walk/run is defined for left and for right, the
|
||||
character will sidestep rather than twisting his body when moving left or
|
||||
right. The inheritance rules also allow for idle_checkweapon and
|
||||
idle_lookaround being undefined.
|
||||
|
||||
Action Animations:
|
||||
sprint
|
||||
jump jump_up jump_forward jump_backward jump_left jump_right
|
||||
landsoft landhard fall thrown_flail
|
||||
thrown_flyingfront thrown_flyingback
|
||||
thrown_flyingleft thrown_flyingright
|
||||
thrown_tumblefront thrown_tumbleback
|
||||
thrown_bouncefrontsoft thrown_bouncebacksoft
|
||||
thrown_landfrontsoft thrown_landbacksoft
|
||||
thrown_restfrontsoft thrown_restbacksoft
|
||||
diveforward jetpack_hover
|
||||
stand_getupfront stand_getupback
|
||||
stand_getdown_prone crouch_getdown_prone
|
||||
prone_getup_stand prone_getup_crouch
|
||||
stand_death_forward stand_death_backward
|
||||
stand_death_left stand_death_right
|
||||
|
||||
Action animations cover various full body transitions and special
|
||||
movements, and are named <character>_<weapon>_<anim>[_<scope>]. For
|
||||
example, bdroid_tool_jump.
|
||||
<scope> defaults to 'full' for human_rifle_*, and to 'upper' for others.
|
||||
<loop> is true for thrown_flail, thrown_tumblefront, thrown_tumbleback,
|
||||
abd jetpack_hover, and false for all others.
|
||||
<blendtime> is 0.8s for fall, 0.5s for thrown_flail, 0.4s for jump*,
|
||||
thrown_land*, 0.1s for thrown_tumble* and thrown_bounce*, 0.05s for
|
||||
landsoft and landhard, and 0.15s for all others.
|
||||
|
||||
Any action animations that are not directly defined for a character and
|
||||
weapon combination will inherit from other animations based on the
|
||||
following rules, until a defined animation is found. For example, for
|
||||
bdroid_tool_jump_up:
|
||||
1) from <character>_<weapon parent>_<anim>, i.e.
|
||||
from bdroid_rifle_jump_up.
|
||||
2) from <character parent>_<weapon>_<anim>, i.e.
|
||||
from human_tool_jump_up.
|
||||
|
||||
Inheritance works as in weapon animations, with rule 1 applied first.
|
||||
Additional rules for inheritance are defined in specific cases - for
|
||||
instance, jump_* -> jump, sprint -> stand_runforward, jetpack_hover ->
|
||||
jump, and so on. See SoldierAnimatorClass.cpp::_PostLoad() for the
|
||||
details, which have become complicated...
|
||||
|
||||
After the inheritance rules have been applied, all animations must be
|
||||
defined for the full body.
|
||||
|
||||
Combo Animations:
|
||||
[custom]
|
||||
|
||||
Combo animation names are defined in combo files, along with data
|
||||
controlling their blend times, looping behavior, and so on.
|
||||
|
||||
Custom Animations:
|
||||
[custom]
|
||||
|
||||
Custom animations generally cover various full body poses, generally
|
||||
used when piloting various vehicles, and are named either
|
||||
<character>_<weapon>_<anim> or <character>_<anim>. For example,
|
||||
human_minigun_9pose or bdroid_ride_stap.
|
||||
The names of these animations are defined in vehicle ODFs using one of
|
||||
the tags PilotAnimation, SoldierAnimation, or AttachTrigger (used by
|
||||
Sarlacc Technology (TM)).
|
||||
Custom animations are always full body and do not support _<scope>.
|
||||
Custom animations also do not loop or blend.
|
||||
|
||||
Any custom animations that are not directly defined for a character and
|
||||
weapon combination will inherit from other animations based on the
|
||||
following rules, until a defined animation is found. For example, for
|
||||
bdroid_tool_stap_ride:
|
||||
0) from <character>_<weapon parent>_<anim>, i.e.
|
||||
from bdroid_rifle_stap_ride.
|
||||
1) from <character>_<anim>, i.e.
|
||||
from bdroid_stap_ride.
|
||||
2) from <character parent>_<weapon>_<anim>, i.e.
|
||||
from human_tool_stap_ride.
|
||||
|
||||
Inheritance works as in weapon animations, with rules 0, 1 applied first.
|
||||
|
||||
After the inheritance rules have been applied, all custom animations must
|
||||
be defined for every character.
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
Soldier Low Resolution Animation System
|
||||
------------------------------------------------------------------------------
|
||||
|
||||
Character:
|
||||
humanlz [custom]
|
||||
|
||||
Low res animation banks are separated by character type. Custom types
|
||||
default to inheriting from humanlz, but may specify an alternate parent
|
||||
if it is already defined. Examples of custom types are bdroidlz, and
|
||||
ewoklz.
|
||||
|
||||
Animations:
|
||||
rifle_stand_idle_emote rifle_crouch_idle_emote
|
||||
[rifle_prone_idle_emote] rifle_stand_flail
|
||||
rifle_jetpack_hover rifle_diveforward
|
||||
rifle_stand_runforward rifle_stand_death_backward
|
||||
|
||||
|
||||
Low res animations cover all possible lowres animation states, and are
|
||||
named <character>_<anim>, for example bdroidlz_rifle_stand_idle.
|
||||
All are full body in scope. Any low res animations that are not defined
|
||||
for a character type inherit from the parent bank. All animations must
|
||||
be defined in humanlz.
|
||||
|
||||
With the exception of runforward and death, all are single frame poses
|
||||
that may be shared by any number of low res soldiers.
|
||||
|
||||
Run animations use a pool of N (currently 3) looping animators, which can
|
||||
be shared - i.e. if there are more than 3 humanlz low res soldiers on
|
||||
screen, they will begin to share poses.
|
||||
|
||||
Death animations use a pool of N (currently 8) unshared LRU non-looping
|
||||
animators. If there are more than 8 humanlz low res soldiers on screen
|
||||
and dying, additional soldiers will take animators from the oldest
|
||||
animating soldier.
|
||||
|
||||
|
||||
Combo Animations:
|
||||
[custom]
|
||||
|
||||
Combo animation names are defined in combo files, along with data
|
||||
controlling whether the animation is reduced to a pose or not. The low res
|
||||
animation system currently just uses the high res animations from the high
|
||||
res banks, applied to the low res skeleton - perhaps 10% performance could
|
||||
be gained by converting these animations to the low res skeleton.
|
||||
|
||||
Combo animations use a special high res unshared pool of fixed size, similar
|
||||
to the death animation pool, unless they have been defined to use a single
|
||||
frame pose, in which case they behave like a shared single pose anim.
|
||||
|
||||
Custom Animations:
|
||||
[custom]
|
||||
|
||||
Low res custom animations work similarly to those for high res animation,
|
||||
except that there is no support for alternate weapons (the animation for
|
||||
ride_stap must be named [bank]_ride_stap or [bank]_rifle_ride_stap.
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
Soldier First Person Animation System
|
||||
------------------------------------------------------------------------------
|
||||
|
||||
Character:
|
||||
humanfp droidekafp
|
||||
|
||||
First person animation banks are separated by character type, so that
|
||||
droideka animations will only be loaded when droideka are present on a
|
||||
map. No custom types are supported currently.
|
||||
|
||||
Weapon:
|
||||
rifle bazooka tool grenade (lascannon)
|
||||
|
||||
First person animations are grouped by weapon type. No custom weapon
|
||||
types are supported currently.
|
||||
|
||||
Animations:
|
||||
idle run shoot shoot2 charge reload repair
|
||||
jump flail handsdown
|
||||
|
||||
First person animations cover all possible first person animation states,
|
||||
and are named humanfp_<weapon>_<anim>, with the exception of
|
||||
handsdown, which is named humanfp_<handsdown>.
|
||||
|
||||
Droidekafp only contains four animations, idle, walk, shoot, and reload,
|
||||
but is otherwise similarly named (droideka_rifle_<anim>).
|
||||
|
||||
First person animations are loaded according to a hardcoded table. Some
|
||||
animations do not exist for some weapons and are hardcoded to load
|
||||
alternates. Any animations which are not found default to
|
||||
humanfp_tool_idle.
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
Animation System Data
|
||||
------------------------------------------------------------------------------
|
||||
|
||||
Tools/Bin/ZenAsset.exe
|
||||
Extracts the skeleton and animations from a set of msh files in a
|
||||
directory named basepose.msh and <anim>.msh, and outputs a ZAF file
|
||||
containing the skeleton, a ZAA file containing the animations, and an
|
||||
ANIMS file containing a utfc format (text) list of animations in the ZAA.
|
||||
|
||||
Tools/Bin/BinMunge.exe
|
||||
Converts ZAF and ZAA files to ZAFBIN, ZAABIN files used by the game,
|
||||
respectively.
|
||||
|
||||
Tools/Bin/OdfMunge.exe
|
||||
Now generates requirements for individual animations, soldier animation
|
||||
sets, as well as for ZAABINs and ZAFBINs correctly.
|
||||
|
||||
Tools/Bin/LevelPack.exe
|
||||
Now handles requirements for individual animations, soldier animation
|
||||
sets, as well as for ZAABINs and ZAFBINs correctly, using an updated
|
||||
version of FILES table of content files.
|
||||
|
||||
Data/Animations
|
||||
Contains all animation data used to build the ZAABIN, ZAFBIN, and ANIMS
|
||||
files used during the game munge process. Animations are built as a
|
||||
separate munge process using the munge.bat in this directory, and the
|
||||
resulting files are checked into perforce in the appropriate munged
|
||||
directory (Data/Common/munged, or Data/Sides/ALL/munged, for example).
|
||||
|
||||
Animations are broken down into subdirectories based on type:
|
||||
SoldierAnimationBank/ for soldier animation banks and lowres animation
|
||||
banks, SoldierAddon/ for soldier addons like capes, FirstPerson/ for first
|
||||
person animation banks, Prop/ for world prop animations, and Vehicle/ for
|
||||
vehicle animations.
|
||||
|
||||
ZAFBIN files - contain a skeleton, possibly associated with a ZAABIN file of
|
||||
the same name.
|
||||
|
||||
ZAABIN files - contain a bank of animations.
|
||||
|
||||
ANIMS files - contains a text format (utfc) list of animations in a ZAA.
|
||||
|
||||
Data/Common/config/SoldierAnimation.SANM file
|
||||
A config format file containing data controlling the looping, blending,
|
||||
and other animation properties of all standard high-res soldier animations.
|
||||
See combo.txt for formatting information - the format is the same as
|
||||
Animation tags from that combo config files.
|
||||
|
||||
Soldier Animation Banks:
|
||||
Soldier animation banks follow some specific additional rules.
|
||||
|
||||
Banks are expected to be named either <character> or <character>_<weapon>.
|
||||
A bank is expected to only contain animations with names beginning with
|
||||
the bank name, i.e. bdroid.zaabin should contain animations matching
|
||||
bdroid_*, and human_melee.zaabin should only contain animations matching
|
||||
human_melee_*. A bank may consist of only a skeleton (zafbin), or may
|
||||
also contain override animations.
|
||||
|
||||
Any bank may additionally be broken into multiple parts in order to
|
||||
deal with the size limitation imposed by the in game loader. The
|
||||
resulting parts must be named with an appended '_0', '_1', and so on.
|
||||
human.zaabin, for instance, is split into human_0 through human_4.
|
||||
Only human_0's associated skeleton (zafbin) is required at load time.
|
||||
|
||||
ODF Properties -
|
||||
Soldier ODFs:
|
||||
AnimationName = "<character> [<parent>]"
|
||||
SkeletonName = "<character> [<parent>]"
|
||||
AnimationName and SkeletonName are synonyms.
|
||||
If no property is found, <character> defaults to 'human'.
|
||||
<parent> defaults to 'human'.
|
||||
Specifies a custom skeleton and possibly animation bank to use
|
||||
for this soldier and its place in the character hierarchy.
|
||||
Generates a requirement for <character>.zafbin and optionally for
|
||||
<character>.zaabin.
|
||||
|
||||
ex. SkeletonName = "wookie"
|
||||
|
||||
AnimationLowRes = "<character>"
|
||||
SkeletonLowRes = "<character>"
|
||||
AnimationLowRes and SkeletonLowRes are synonyms.
|
||||
If no property is found, <character> defaults to 'humanlz'.
|
||||
Specifies a custom low res skeleton and possibly animation bank to
|
||||
use for this soldier.
|
||||
Generates a requirement for <character>.zafbin and optionally for
|
||||
<character>.zaabin.
|
||||
|
||||
ex. SkeletonLowRes = "wookielz"
|
||||
|
||||
Weapon ODFs:
|
||||
AnimationBank = "[<character>_]<weapon>"
|
||||
<character>_ defaults to 'human_'.
|
||||
Specifies the weapon type used by this weapon for animation,
|
||||
which must either be a standard type or a type previously defined
|
||||
with CustomAnimationBank (see below).
|
||||
At run time, <character> is ignored, since the character type is
|
||||
based on the soldier wielding the weapon.
|
||||
Generates a requirement for <character>_<weapon>_* animations
|
||||
which requires a zaabin containing the given animations. If the
|
||||
animations in question are in a weapon specific bank, i.e.
|
||||
gam_melee_* to be found in gam_melee.zaabin, it is useful to
|
||||
specify <character> in order to generate the correct requirement.
|
||||
|
||||
ex. AnimationBank = "rifle"
|
||||
|
||||
CustomAnimationBank="[<character>_]<weapon> <parent> [alert|noalert]"
|
||||
Defines a custom weapon type used by this weapon for animation
|
||||
and its relationship to the weapon hierarchy.
|
||||
<character>_ defaults to 'human_'.
|
||||
<parent> must either be a standard type or a type previously
|
||||
defined with CustomAnimationBank.
|
||||
If alert or noalert is specified, the weapon will either support
|
||||
alert postures or not. If not specified, it will inherit the
|
||||
alert support of its parent weapon.
|
||||
At run time, <character> is ignored, since the character type is
|
||||
based on the soldier wielding the weapon.
|
||||
Generates a requirement for <character>_<weapon>_* animations
|
||||
which requires a zaabin containing the given animations. If the
|
||||
animations in question are in a weapon specific bank, i.e.
|
||||
gam_melee_* to be found in gam_melee.zaabin, it is useful to
|
||||
specify <character> in order to generate the correct requirement.
|
||||
|
||||
ex. CustomAnimationBank = "leia_pistol pistol alert"
|
||||
|
||||
ComboAnimationBank="[<character>_]<weapon> <parent> <combofile>"
|
||||
Defines a custom melee weapon that uses a combo file to control
|
||||
the weapon simulation and animations, and its relationship to
|
||||
the hierarchy.
|
||||
<character>_ defaults to 'human_'.
|
||||
<parent> must either be a standard type or a type previously
|
||||
defined with CustomAnimationBank/ComboAnimationBank.
|
||||
At run time, <character> is ignored, since the character type is
|
||||
based on the soldier wielding the weapon.
|
||||
Generates a requirement for <character>_<weapon>_* animations
|
||||
which requires a zaabin containing the given animations. If the
|
||||
animations in question are in a weapon specific bank, i.e.
|
||||
human_sabre_* to be found in human_sabre.zaabin, it is useful to
|
||||
specify <character> in order to generate the correct requirement.
|
||||
Also generates a requirement for <combofile>.combo.
|
||||
|
||||
ex. ComboAnimationBank = "human_sabre melee all_hero_lukejedi"
|
||||
|
||||
Other ODFs:
|
||||
AnimationName = "<bankname>"
|
||||
Specifies a skeleton and possibly a bank of animations to use for
|
||||
this object.
|
||||
Generates a requirement for <bankname>.zafbin and optionally for
|
||||
<bankname>.zaabin.
|
||||
|
||||
...Animation = "<animname>"
|
||||
Specifies a specific animation to be found in an already loaded
|
||||
animation bank.
|
||||
Generates a requirement for an animation named <animname>.
|
||||
|
||||
Controllable ODFs:
|
||||
PilotAnimation = "<animname>"
|
||||
Defines a custom soldier animation <animname>.
|
||||
Generates a requirement for a soldier animation named
|
||||
'human_<animname>'.
|
||||
|
||||
OrdnanceGrapplingHook/WeaponAreaEffect ODFs:
|
||||
SoldierAnimation = "<animname>"
|
||||
Defines a custom soldier animation <animname>.
|
||||
Generates a requirement for a soldier animation named
|
||||
'human_<animname>'.
|
||||
|
||||
EntityPropAnimated ODFs:
|
||||
AttachTrigger = "<name> <...> <animname> <soldier_animname> ..."
|
||||
Defines a custom soldier animation <soldier_animname>.
|
||||
Generates a requirement for an animation '<animname>' and a
|
||||
soldier animation named 'human_<soldier_animname>'.
|
|
@ -0,0 +1,277 @@
|
|||
Cade_Allos' Guide to HEX-Editing, for beginners.
|
||||
|
||||
This is my first guide, so it may not be good for some, but I hope it helps.
|
||||
|
||||
Requirements:
|
||||
Hex Editor. Pspad recommended, I use it and find it very good.
|
||||
Star Wars Battlefront II, already installed
|
||||
Patience
|
||||
|
||||
Recommended:
|
||||
Mouse with scoll wheel, to move up and down easily, although not essential, it works best.
|
||||
|
||||
|
||||
Use this tree for easy reference. Just type in the code in the find cosole and it should take you there.
|
||||
1.0 Introduction
|
||||
1.1 How I will be explaining this guide
|
||||
1.2 What files to mod and where to find them
|
||||
1.3 Rules
|
||||
|
||||
2.0 Changing Heroes
|
||||
2.1 Changing Infantry
|
||||
2.2 Changing On-ground vehicles
|
||||
2.3 Swapping Space Vehicles and Sides with another Side
|
||||
|
||||
3.0 Miscellaneous Stuff
|
||||
3.1 Factions and their code formats
|
||||
3.2 Vehicle and Infantry code guide
|
||||
3.3 Give your Ewok firepower!!!
|
||||
3.4 Just as real
|
||||
3.5 Credits
|
||||
|
||||
1.0 Introduction
|
||||
|
||||
This is a more advanced version of a hex editing guide. Here I will explain the very basics of hex editing, as
|
||||
well as some more advanced techniques. WARNING: THIS GUIDE IS FOR BEGINNER MODDERS ONLY, AND IS SUITABLE FOR
|
||||
THOSE WITH LOW INTERNET SPEEDS SUCH AS MYSELF. IF YOU HAVE BROADBAND OR A HIGH INTERNET SPEED, JUST DOWNLOAD THE
|
||||
MOD TOOLS FROM: starwarsbattlefront.filefront.com/file/Star_Wars_Battlefront_Modding_Tools;34987.
|
||||
|
||||
1.1 How I will be explaining the guide:
|
||||
* Ok, I will be addressing the character and vehicle lines as "codes". An example of a "code" would be: rep_hero_anakin.
|
||||
|
||||
* You MUST abide the rules at all times, to save yourself from trouble
|
||||
|
||||
* I will only be explaining modding in Instant Action, Conquest mode. I will not do anything else, like CTF.
|
||||
|
||||
* Sides are the armies such as Republic or Empire
|
||||
|
||||
* Important notes will be displayed something like ***NOTE***
|
||||
|
||||
* In a HEX editor there are two sides, left and right. The left is numbers the right is letters. I will name the left
|
||||
as the 123 side and the right as the ABC side.
|
||||
|
||||
* The Heros and Villains will be referred to as 'Infantry' as putting them in is the same as putting ordinary infantry in
|
||||
|
||||
* You must save after each change you finish
|
||||
|
||||
* Although long and tiring, I suggest you check your mods in the game if they're working correcly, before you mod anything
|
||||
else, as if you make a mistake, it will be difficult to find the problem
|
||||
|
||||
* A good way to evade that last rule, is to make backups of your mods. So if you finished a mod, save it and store it
|
||||
in a folder AWAY from the original mission.lvl. Be sure to create subfolders e.g: Original mission.lvl backup and
|
||||
Republic vs. Empire mission.lvl backup.
|
||||
|
||||
1.2 What files to mod and where to find them:
|
||||
Ok, the main files to mod are found in: C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\data\_lvl_pc
|
||||
Just copy that link and paste it into your file browser. The main file that most or maybe all of your mods will be
|
||||
the mission.lvl file. Make sure you have at least 2-3 backup copies. More files will be used to mod things such
|
||||
as switching vehicles, but that will be covered later on in the guide.
|
||||
|
||||
|
||||
|
||||
1.3 Rules
|
||||
|
||||
* Before you do a single mod, you MUST backup all files. Just copy the LucasArts folder and paste it in a handy folder.
|
||||
I have a folder named: "Star Wars Battlefront II mod files". I'd advise you to make a folder like that for mod files and
|
||||
backups if you don't want your files scattered all over the desktop.
|
||||
|
||||
* I hope this doesn't put you down, but you must only edit an infantry or vehicle code that has more chatacters than the
|
||||
infantry or vehicle you are trying to add.
|
||||
|
||||
* I am not yet a master of HEX editing, but there are some things you can't change. Sometimes when you change things
|
||||
it will either not appear or worse, crash to the desktop.
|
||||
|
||||
* You can only REPLACE ingame infantry or vehicles. There is no way you can ADD, otherwise that will change the size of the
|
||||
folder and the game won't read your file properly.
|
||||
|
||||
* Choose a good editor that highlights your changes. I use Pspad because it highlights my changes in yellow.
|
||||
|
||||
2.0 Step 1: Changing heros
|
||||
|
||||
I've started with changing heros first, because it is more basic and will start you off with the needed knowledge for other
|
||||
steps. Now you maybe wondering, what on earth is Obi-Wan Kenobi doing on the death star? Or perhaps you have grown tired
|
||||
of Ki-Adi-Mundi because you hate how long his lead is? Well read on.
|
||||
|
||||
First off, you will need to select your world with the hero you want to change. In this example, we will be going to replace
|
||||
Mace Windu, on Coruscant. Open up your mission.lvl file with your Hex Editor. Now if you're a first timer to Hex
|
||||
editors, then you might be freaked out at the amount of random characters. Don't change ANY character. Only change
|
||||
the correct characters to mod. If you change a character thats not supposed to be changed, then your mission.lvl won't
|
||||
work with the game properly. You will be using the right side for editiing. Ok, now to work. Tap Ctrl+F to bring up the
|
||||
'find' console. Type in: cor1_conquest. Scroll up until you see rep.lvl. This is the Republic Side. Don't drag the box on
|
||||
the side or it will take you too far up or down. Now scan the lines until you see the codeline rep_hero_macewindu. This
|
||||
line is Mace Windu's SWBFII game code. Now this is were it gets tough. Click on the 'r' of rep_hero_macewindu, basically
|
||||
the beggining character of the code. Now type over the code with: rep_hero_anakin.
|
||||
|
||||
***IF YOU MAKE A MISTAKE, DON'T HIT DELETE OR BACKSPACE. JUST CLICK ON THE LETTER AND WRITE OVER IT. You musn't delete
|
||||
any character otherwise it will change the file size of the mission.lvl folder, and if it changes, you won't be able to
|
||||
play the game. If you do make a mistake and save the file accidently, simple copy and replace the mission.lvl file in
|
||||
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\data\_lvl_pc with your backup.***
|
||||
|
||||
Now you should be left with rep_hero_anakinndu. Now click on the second "n". Now look on the 123 side of the hex pad.
|
||||
You should see the character "6E" highlighted. Click on it. You should see the characters 64 75 after 6E [6E64 75].
|
||||
Now those are the extra "ndu" characters on the ABC side. Now you need to remove these. To do this, you have to write
|
||||
0000 00 over 6E64 75. The '00's show that you are saying 'nothing'. When done, you should see the 'ndu' replaced with
|
||||
3 dots (on some editors, it may show rectangular squares). These dots mean nothing, while the dots (formerly full-stops)
|
||||
on your keyboard is not the same. Don't use the full stop on you keyboard. Every two '0's (00) represent one dot.
|
||||
You have now replaced Mace Windu of Coruscant
|
||||
with Anakin Skywalker.
|
||||
|
||||
***On some maps it's different. There will not always be something like hot1_conquest, you'll have to find it yourself.
|
||||
If you're modding other maps, and you're not sure if its the conquest side you are modding, there is a neat trick
|
||||
to find out how. When you select your world, you may want to keep scrolling down until you find something that says
|
||||
'conquest' or 'con2' for example. If you find it, you're on the right track. Now just scroll down a bit more until you
|
||||
find the codelines of the map you want to mod. Thats the conquest side.***
|
||||
|
||||
2.1 Step 2: Changing Infantry:
|
||||
|
||||
Infantry. Soldiers. Quite. Well now you have the basics of replacing. Now a harder step. You may sometimes want a
|
||||
CIS vs. Rebels war or a Empire vs. Republic war, or even a Rebels vs. Rebels war (i've already made and tried that,
|
||||
real confusing unless you use lock on lol.) So first off, we will be changing the Coruscant Clones into Rebels.
|
||||
|
||||
Now do the same as in Step 1 to get to the rep.lvl side. Now this time you don't need to look for anything else once you
|
||||
find rep.lvl, because that's the first thing you're going to change. Now this will be the first thing you will need to
|
||||
change if you are putting in a new army for any map. So for example, we will be using the Rebels right? So then we will have
|
||||
to replace rep.lvl with all.lvl. That means you are changing the Republic to the Rebel Alliance. Well you've got your army,
|
||||
but who's in it? Now scroll down a bit until you see some codes like rep_inf_ep3_rifleman. That code there is the
|
||||
Clone trooper. You're gonna wanna change it to a Rebel Soldier. If the Clone trooper is there under the all.lvl side,
|
||||
then he won't appear at all as he doesn't correspond with that particular army. So replace him with the Rebel Soldier'
|
||||
code: all_inf_rifleman. You'll notice you're left with all_inf_ep3_riflemaneman. Just fix that with "00"s on the 123
|
||||
side. Well now you've replaced the Clone trooper with the Rebel Soldier. I will list what to replace next to make it
|
||||
easier. Along the way you will come across rep_fly_assailt_DOME and rep_fly_gunship_DOME. Don't touch those.
|
||||
|
||||
REPLACE: WITH:
|
||||
rep_inf_ep3_rifleman all_inf_rifleman
|
||||
rep_inf_ep3_rocketeer all_inf_rocketeer
|
||||
rep_inf_ep3_engineer all_inf_engineer
|
||||
rep_inf_ep3_sniper all_inf_sniper
|
||||
rep_inf_ep3_officer all_inf_officer
|
||||
rep_inf_ep3_jettrooper all_inf_wookie
|
||||
|
||||
And the Hero:
|
||||
|
||||
rep_hero_macewindu all_hero_chewbecca
|
||||
|
||||
Both heroes are exacltly 18 characters each. No need to replace anything. You can replace Chewie if you want ;)
|
||||
|
||||
2.2 Step 3: Changing On-ground Vehicles
|
||||
|
||||
***Make a backup of EVERY folder you mod.***
|
||||
|
||||
Vehicles. Tanks. Starfighters. Hell. This is far more complicated than replacing infantry, because now you need to start
|
||||
modifying another folder. The other folder you will be modifying along with mission.lvl is the maps game file. Now some
|
||||
may be asking what is it. For those that don't know, it can be found in C:\Program Files\LucasArts\Star Wars Battlefront II
|
||||
\GameData\data\_lvl_pc. Now in there, do you see alot of folders, like myg, nab, cor, kam or mus? Those are the map
|
||||
folders. First off you'd need to choose the world WITH vehicles that you want to mod. But that's after you finish reading
|
||||
this tutorial, because we will be modding Hoth. Find the Hoth, conquest section in the pad. Tap Ctrl+F to bring up the
|
||||
'find' console, and then search: hot1.lvl. You'll have to find the conquest section from there. Now you will need to
|
||||
change all Imperial infantry into the Republic, because we will be replacing the Imperial AT-AT with a Republic vehicle.
|
||||
Just like the infantrys rules, you can only have Republic vehicles with Republic. If you do something like Empire with
|
||||
Republic vehicles, the vehicles won't appear in the game.
|
||||
|
||||
Now once you've found it, scroll down to the Imperial side. Now if you look closely, you will see the codeline
|
||||
imp_walk_atat. That's the AT-AT's game code. Now replace over it with rep_walk_atte. Easy, no need to replace any
|
||||
characters. Happy? You're not done. Save the mission.lvl. Now go to your C:\Program Files\LucasArts\
|
||||
Star Wars Battlefront II\GameData\data\_lvl_pc folder. Select the map you're modding. Since we're modding Hoth, open
|
||||
up the 'hot' subfolder. Inside it you should see a file named: 'hot1.lvl'. That's Hoths map file. Open it in your hex
|
||||
editor. Since imp_walk_atat and rep_walk_atte have the same amount of characters, this will be a very easy step. Open
|
||||
up the 'replace' console by tapping Ctrl+H. Please note that it may be different for other hex editors, but considering
|
||||
you're using Pspad, you're doing good. Now type in: imp_walk_atat in the 'find' field. Now type in: rep_walk_atte in the
|
||||
replace field. Click 'ok' and you should see a loading bar. Once it finishes loading, you're done! To be certain, you
|
||||
may want to check if it had been successful. So type in the new code in the 'find console, and if it takes you to that
|
||||
code, then you're done! Save, and open up the game. Open the Hoth map, and enjoy a faster moving AT-TE!
|
||||
|
||||
2.3 Step 4: Swapping Space Vehicles and Sides with another Side
|
||||
|
||||
Space Vehicles. Star Destroyers. Star Fighters. Probably some of the most things you want to change. Here I will show you
|
||||
how to change space vehicles. Some fellow HEX editors may not know this step. Simply because the space maps aren't assigned
|
||||
to simple files like space_tat.lvl. This is were you'll find most useful things for modding space maps. First off, you'll
|
||||
need to edit the mission.lvl file. In this example we will be modding the Space Kashyyk map. Open up your mission.lvl
|
||||
file with your hex editor. Now open up the 'find' console and type in: rep_fly_anakinstarfighter_sc. Now this isn't the
|
||||
one you'll need, so hit 'F3' on your keyboard twice and then you'll come to the right one. First things first, you'll
|
||||
need to put in your army that you want to add, just like infantry. Just scroll down a bit until you see: cis.lvl.
|
||||
change that to imp.lvl. You've added your Imperial army, now you need to give it infantry. Scan the lines until you fin
|
||||
the following lines. Replace them with the ones i've stated below.
|
||||
|
||||
REPLACE: WITH:
|
||||
cis_inf_pilot imp_inf_pilot
|
||||
cis_inf_marine imp_inf_marine
|
||||
|
||||
Simple you just replcace 'cis' with 'imp. Well, you've got your infantry, but how are they gonna fly? Red Bull gives you
|
||||
wiiiiings...joking lol. After the infantry codelines, you'll notice some codes like cis_fly_fedlander_dome and cis_droid_
|
||||
starfighter. You musn't change the cis_fly_fedlander_dome. Those codes are the space vehicle's game codes. Now just
|
||||
replace all those codes as follows:
|
||||
|
||||
REPLACE: WITH:
|
||||
cis_fly_droidfighter_sc imp_fly_tiefighter_sc
|
||||
cis_fly_greviousfighter imp_fly_tieinterceptor
|
||||
cis_fly_droidgunship imp_fly_trooptrans
|
||||
cis_fly_tridroidfighter imp_fly_tiebomber
|
||||
|
||||
***WHAT NOT TO CHANGE:***
|
||||
cis_fly_droidfighter_dome
|
||||
cis_fly_fedlander_dome
|
||||
|
||||
***Take extra caution with replacing the grevious fighter. make sure you type in GREVIOUS and not GRIEVOUS. Some people
|
||||
tend to get mixed up. The vehicle won't appear of you don't get the code right.***
|
||||
|
||||
***Remember, if there are still characters leftover from the code you replaced, just replace it with the '00's on the
|
||||
123 side of the pad.***
|
||||
|
||||
Now once you've done that, save. You're not finished. Go to C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\data
|
||||
\_lvl_pc and look for the folder 'spa'. Open it and you should see spa1.lvl spa2.lvl etc. Now THESE are what the space
|
||||
maps are called, I think. You'll have to find out what they are yourself. A way to do this would be opening up spa_sky.lvl
|
||||
and searching for fel or kas or tat etc. But I do know that spa3.lvl is Kasyyk, so that is the file we're going to mod.
|
||||
For starters, open up spa3.lvl with your editor. Now you'll have to do the hard work from there. Just search for the CIS
|
||||
ship codes you want to replace and replace it with how I listed it above. Remember to replace any leftover
|
||||
characters with '00's on the 123 side of the pad. When done, save. Now open up your game and load up Space Kashyyk.
|
||||
Enjoy Brothers vs. Brothers!
|
||||
|
||||
***If it doesn't work, then replace the mission.lvl and spa3.lvl with your backups, and then either leave it or retrace
|
||||
the steps.***
|
||||
|
||||
3.0 Miscellaneous Stuff:
|
||||
|
||||
|
||||
3.1 Faction: Infantry Format: Hero Format:
|
||||
Republic = rep.lvl rep_inf_***_**** rep_hero_****
|
||||
cis = cis.lvl cis_inf_**** cis_hero_****
|
||||
Alliance = all.lvl all_inf_**** all_hero_****
|
||||
Imperial = imp.lvl imp_inf_**** imp_hero_****
|
||||
|
||||
Replace the **** with the infantry names. The *** is what episode you want the clone to be from. Yes, episode 2 or 3,
|
||||
you choose what clones you want! If you want the Phase I clones, type in ep2, for episode 2. E.g, rep_inf_ep2_rifleman.
|
||||
And the same with Phase II clones, just with ep3. E.g, rep_inf_ep3_rifleman. I personally enjoy this feature, becuase
|
||||
I have the Phase II Clone Trooper on Hoth with the Phase I Sniper and Rocketeer.
|
||||
|
||||
3.2 Vehicle and Infantry code guide.
|
||||
I will enclose a Vehicle and Infantry Codeline guide with this package. Now all credit goes to Fiminopter because he made
|
||||
it. I'm just adding it to this package for easy reference.
|
||||
|
||||
3.3 Give your Ewok firepower!!!
|
||||
Well, I just thought i'd tell you how to give Ewoks Blaster Rifles! Haha ok go to Go to C:\Program Files\LucasArts\
|
||||
Star Wars Battlefront II\GameData\data and open up the 'side' folder. Look around until you find ewk.lvl. That's
|
||||
the Ewok's side file. Open it up in your hex editor. Bring up the 'replace' console and type in: ewk_weap_inf_spear.
|
||||
in the 'find' field and type in: all_weap_inf_rifle. Now it should load. Save and then done! You can even try diffucult
|
||||
things like give wookiees lightsabers, but I must warn you, it is frustrating TRYING to do it. Yes, i've tried and failed.
|
||||
|
||||
|
||||
3.4 Just as real
|
||||
If you have a Empire vs. Republic war, then you may notice some of the infantry saying things like, "Get the traitors!"
|
||||
or "Take out that Clone!", just like the Campaign mission where you have the Empire vs. The ARC Rebellion Clones.
|
||||
|
||||
There are many limited things you can mod with HEX editors. It would be wise to get the mod tools. With those, you'll
|
||||
practically be able to do many things, such as create your own Jedi. Most people like myself once before eagerly search
|
||||
forum after forum, site after site for a good HEX editing guide. I hadn't found a good one yet, apart from Fiminopters,
|
||||
so I decided to develop this Tutorial Guide. Hope this guide helped, leave comments if you can. Well, have fun modding!
|
||||
|
||||
3.5 Credits:
|
||||
|
||||
* LucasArts for creating the Star Wars Universe
|
||||
|
||||
* Pandemic for making Star Wars Battlefront II
|
||||
|
||||
* starwarsbattlefront.filefront.com for inspiring me to mod SWBFII
|
||||
|
||||
* Fiminopter for his original Hex editing guide, and for his examples
|
||||
|
||||
* Me, Cade_Allos, for making this extended version
|
|
@ -0,0 +1,224 @@
|
|||
A long time ago in a galaxy far, far away...
|
||||
|
||||
STAR WARS
|
||||
|
||||
Guide for hex editing charactors version 2
|
||||
Written by Fiminopter
|
||||
Finnished 3/8/06
|
||||
|
||||
I didn't update much, but it's enough and all (hopefully).
|
||||
I added some charactors to the rep side and added the missing vehicles.
|
||||
I also made it a little more organized (for me).
|
||||
|
||||
Table of Contents
|
||||
|
||||
1) Republic Side
|
||||
2) CIS Side
|
||||
3) Allience Side (rebels)
|
||||
4) Imperial Side (empire)
|
||||
5) Jedi Side
|
||||
6) Other Goodies
|
||||
7) Credits
|
||||
|
||||
|
||||
________________________________________________________________________________________________________1.) REPUBLIC SIDE
|
||||
|
||||
EPISODE 2
|
||||
|
||||
Clone Trooper rep_inf_ep2_rifleman
|
||||
Heavy Trooper rep_inf_ep2_rocketeer
|
||||
Clone Sharpshooter rep_inf_ep2_sniper
|
||||
Clone Engineer rep_inf_ep2_engineer
|
||||
Clone Commander rep_inf_ep3_officer (ep3 not ep2)
|
||||
Jet Trooper rep_inf_ep2_jettrooper
|
||||
Jet Sniper rep_inf_ep2_jettroper_sniper
|
||||
Jet Rifleman rep_inf_ep2_jettrooper_rifleman
|
||||
Rocket Officer rep_inf_ep2_rocketeer_chaingun
|
||||
|
||||
EPISODE 3
|
||||
|
||||
Clone Trooper rep_inf_ep3_rifleman
|
||||
Heavy Trooper rep_inf_ep3_rocketeer
|
||||
Clone Sharpshooter rep_inf_ep3_sniper
|
||||
Clone Engineer rep_inf_ep3_engineer
|
||||
Clone Commander rep_inf_ep3_officer
|
||||
Jet Trooper rep_inf_ep3_jettropper
|
||||
Cameo Trooper rep_inf_ep3_sniper_felucia
|
||||
Clone Pilot rep_inf_ep3_pilot
|
||||
Clone Marine rep_inf_ep3_marine
|
||||
|
||||
HEROES
|
||||
|
||||
Mace Windu rep_hero_macewindu
|
||||
Yoda rep_hero_yoda
|
||||
Obi-Wan Kanobi rep_hero_obiwan
|
||||
Aayla Secura rep_hero_aalya
|
||||
Ki-Adi Mundi rep_hero_kiyadimundi
|
||||
Anakin rep_hero_anakin
|
||||
Lord Vader (Anakin) rep_hero_cloakedanakin
|
||||
|
||||
VEHICLES
|
||||
|
||||
AT-TE rep_walk_atte
|
||||
IFT-X rep_hover_fightertank
|
||||
AT-RT rep_oneman-atst
|
||||
BARC Speeder rep_hover_barcspeeder
|
||||
Republic Starfighter rep_fly_anakinstarfighter_sc
|
||||
V-Wing rep_fly_vwing
|
||||
ARC-170 Starfighter rep_fly_arc170fighter_sc
|
||||
Republic Attack Cruiser rep_fly_assault_dome
|
||||
|
||||
________________________________________________________________________________________________________2.) CIS SIDE
|
||||
|
||||
Super Battle Droid cis_inf_rifleman
|
||||
Asault Droid cis_inf_rocketeer
|
||||
Assasin Droid cis_inf_sniper
|
||||
Engineer Droid cis_inf_engineer
|
||||
Manga Guard cis_inf_officer
|
||||
Droideka cis_inf_droideka
|
||||
Pilot Droid cis_inf_pilot
|
||||
Droid Marine cis_inf_marine
|
||||
|
||||
HEROES
|
||||
|
||||
Count Dooku cis_hero_countdooku
|
||||
Jango Fett cis_hero_jangofett
|
||||
Darth Maul cis_hero_darthmaul
|
||||
General Grievous cis_hero_grievous
|
||||
|
||||
VEHICLES
|
||||
|
||||
Spider Walker cis_walk_spider
|
||||
Hailfire Droid cis_tread_hailfire
|
||||
Armored Tank Droid cis_tread_snailtank
|
||||
AAT cis_cis_hover_aat
|
||||
STAP cis_hover_stap
|
||||
Droid Trifighter cis_fly_tridroidfighter
|
||||
CIS Strike Bomber cis_fly_greviousfighter
|
||||
Droid Starfighter cis_fly_droidfighter_sc
|
||||
Droid Gunship cis_fly_fedlander_dome
|
||||
|
||||
________________________________________________________________________________________________________3.) ALLIENCE SIDE
|
||||
|
||||
Rebel Soldier all_inf_rifleman
|
||||
Rebel Vanguard all_inf_rocketeer
|
||||
Rebel Marksman all_inf_sniper
|
||||
Rebel Smuggler all_inf_engineer
|
||||
Bothan Spy all_inf_officer
|
||||
Wookiee Warrior all_inf_wookiee
|
||||
Jungle Soldier all_inf_rifleman_jungle
|
||||
Jungle Vanguard all_inf_rocketeer_jungle
|
||||
Jungle Maksman all_inf_sniper_jungle
|
||||
Snow Soldier all_inf_rifleman_snow
|
||||
Snow Vanguard all_inf_rocketeer_snow
|
||||
Snow Marksman all_inf_sniper_snow
|
||||
Snow Smuggler all_inf_engineer_snow
|
||||
Snow Spy all_inf_officer_snow
|
||||
Snow Wookiee all_inf_wookiee_snow
|
||||
|
||||
HEROES
|
||||
|
||||
Rebel Pilot all_inf_pilot
|
||||
Rebel Marine all_inf_marine
|
||||
Pilot Luke all_hero_luke_pilot
|
||||
Luke Skywalker all_hero_luke_jedi
|
||||
Princess Leia all_hero_leia
|
||||
Han Solo all_hero_hansolo_tat
|
||||
Chewbacca all_hero_chewbacca
|
||||
Luke Stormtrooper all_hero_luke_storm
|
||||
Han Stormtrooper all_hero_hansolo_storm
|
||||
|
||||
VEHICLES
|
||||
|
||||
Snowspeeder all_fly_snowspeeder
|
||||
Alliance AAC-1 all_hover_combatspeeder
|
||||
Tauntaun all_walk_tauntaun
|
||||
Speeder Bike imp_hover_spederbike
|
||||
A-Wing all_fly_awing
|
||||
Y-Wing all_fly_ywing_sc
|
||||
X-Wing all_fly_xwing_sc
|
||||
Alliance Assault Craft all_fly_gunship_sc
|
||||
|
||||
________________________________________________________________________________________________________4.) IMPERIAL SIDE
|
||||
|
||||
Stormtrooper imp_inf_rifleman
|
||||
Shock Trooper imp_inf_rocketeer
|
||||
Scout Trooper imp_inf_sniper
|
||||
Imperial Engineer imp_inf_engineer
|
||||
Imperial Officer imp_inf_officer
|
||||
Darktrooper imp_inf_dark_trooper
|
||||
Snowtrooper imp_inf_rifleman_snow
|
||||
Snow Shocktrooper imp_imf_rocketeer_snow
|
||||
Snow Scout imp_inf_sniper_snow
|
||||
Snow Engineer imp_inf_engineer_snow
|
||||
Imperial Pilot imp_inf_pilot
|
||||
Imperial Marine imp_inf_marine
|
||||
|
||||
HEROES
|
||||
|
||||
Darth Vader imp_hero_darthvader
|
||||
Boba Fett imp_hero_bobafett
|
||||
The Emperor imp_hero_emperor
|
||||
|
||||
VEHICLES
|
||||
|
||||
AT-AT imp_walk_atat
|
||||
IFT-T imp_hover_fightertank
|
||||
AT-ST imp_walk_atst
|
||||
Speeder Bike imp_hover_speederbike
|
||||
TIE Fighter imp_fly_tiefighter_sc
|
||||
TIE Bomber imp_fly_tiebomber_sc
|
||||
TIE Interceptor imp_fly_tieinterceptor
|
||||
Landing Craft imp_fly_trooptrans
|
||||
|
||||
________________________________________________________________________________________________________
|
||||
5.) JEDI SIDE
|
||||
|
||||
Dual Saber or Double Blade Jedi are jedi masters
|
||||
Single blade jedi are jedi knights
|
||||
Jedi Jumpers Are dual blade jedi
|
||||
|
||||
jed_master_01
|
||||
jed_master_02
|
||||
jed_master_03
|
||||
jed_master_04
|
||||
jed_knight_01
|
||||
jed_knight_02
|
||||
jed_knight_03
|
||||
jed_knight_04
|
||||
jed_jumper
|
||||
jed_sith_01
|
||||
|
||||
***Some of these don't work***
|
||||
|
||||
________________________________________________________________________________________________________
|
||||
6.) OTHER
|
||||
|
||||
Acklay geo_inf_acklay
|
||||
Ewok ewk_inf_basic
|
||||
Gamorrean Guard gam_inf_gamorreanguard
|
||||
Geonosian (geo side) gen_inf_geonosian
|
||||
Gun-Gun Defender gun_inf_defender
|
||||
Gun-Gun Soldier gun_inf_soldier
|
||||
Jawa* tat_inf_jawa
|
||||
Naboo Queen gar_inf_naboo_queen
|
||||
Temple Soldier gar_inf_temple_soldier
|
||||
Temple Vanguard gar_inf_temple_vaguard
|
||||
Tusken Hunter* tat_inf_tuskenhunter
|
||||
Tusken Raider* tat_inf_tuskenraider
|
||||
Queen Guard gar_inf_soldier
|
||||
Wampa snw_inf_wampa
|
||||
Wookiee wok_inf_basic
|
||||
|
||||
* Belongs to the desert (des) side and not the tatooine (tat) side
|
||||
|
||||
________________________________________________________________________________________________________7.) This is the boring stuff that nobody wants to read
|
||||
|
||||
Thanks to Tiger_Boy27 and Kazooie said that they wanted a guide.
|
||||
Also thanks to ~SC~ Dave [S] for giving me the luke and han stromtrooper charactors.
|
||||
I also want to thank whoever approved my last version of the guide
|
||||
|
||||
I will only come out with another guide if you find more charactors to write about, so have fun!
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,674 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
{one line to give the program's name and a brief idea of what it does.}
|
||||
Copyright (C) {year} {name of author}
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
{project} Copyright (C) {year} {fullname}
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
|
@ -0,0 +1,71 @@
|
|||
In data_***/Common/Scripts/*** <-- The *** is ones 3 letter map name.
|
||||
|
||||
Usualy in the the files that have con c and g....
|
||||
|
||||
Right under :
|
||||
conquest:Start()
|
||||
Place:
|
||||
SetUberMode(1);
|
||||
|
||||
If SetUberMode is already there and is set to (0) or has nothing in it '()'. Set it to '(1)'
|
||||
|
||||
|
||||
|
||||
Then you can increase the total number of units and increase the max units for each class.
|
||||
|
||||
Example::
|
||||
|
||||
SetupTeams{
|
||||
all = {
|
||||
team = ALL,
|
||||
units = 200, --total # of units
|
||||
reinforcements = 1000,
|
||||
soldier = { "all_inf_rifleman",9,100}, --last # is max units for this class
|
||||
assault = { "all_inf_rocketeer",1,10},
|
||||
engineer = { "all_inf_engineer",1,10},
|
||||
sniper = { "all_inf_sniper",1,10},
|
||||
officer = { "all_inf_officer",1,10},
|
||||
special = { "all_inf_wookiee",1,10},
|
||||
|
||||
},
|
||||
imp = {
|
||||
team = IMP,
|
||||
units = 200,
|
||||
reinforcements = 1000,
|
||||
soldier = { "imp_inf_rifleman",9,100},
|
||||
assault = { "imp_inf_rocketeer",1,10},
|
||||
engineer = { "imp_inf_engineer",1,10},
|
||||
sniper = { "imp_inf_sniper",1,10},
|
||||
officer = { "dtr_inf_magnaguard",1,10},
|
||||
special = { "imp_inf_dark_trooper",1,10},
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
Example 2::
|
||||
|
||||
SetupTeams{
|
||||
rep = {
|
||||
team = REP,
|
||||
units = 200,
|
||||
reinforcements = 500,
|
||||
soldier = { "rep_inf_ep3_rifleman",9, 100},
|
||||
assault = { "rep_inf_ep3_rocketeer",1, 10},
|
||||
engineer = { "rep_inf_ep3_engineer",1, 10},
|
||||
sniper = { "rep_inf_ep3_sniper",1, 10},
|
||||
officer = {"rep_inf_ep3_officer",1, 10},
|
||||
special = { "rep_inf_ep3_jettrooper",1, 10},
|
||||
|
||||
},
|
||||
cis = {
|
||||
team = CIS,
|
||||
units = 200,
|
||||
reinforcements = 500,
|
||||
soldier = { "cis_inf_rifleman",9, 100},
|
||||
assault = { "cis_inf_rocketeer",1, 10},
|
||||
engineer = { "cis_inf_engineer",1, 10},
|
||||
sniper = { "cis_inf_sniper",1, 10},
|
||||
officer = {"cis_inf_officer",1, 10},
|
||||
special = { "cis_inf_droideka",1, 10},
|
||||
}
|
||||
}
|
|
@ -0,0 +1,81 @@
|
|||
Okay to start off, try to be different. Before you make your map,
|
||||
search around and make sure that either no one has done your idea or
|
||||
it hasn't been done often. Okay and here are the two parts that almost
|
||||
instantly tell you someone is a noob modder. Those annoying Yaving
|
||||
textures and sky. Those are the map killers. (unless you're doing
|
||||
Yavin) For Pete's sake, CHANGE THEM! Make them Hoth, Mustafar, or even
|
||||
Endor, but PLEASE, do not use those textures they have been seen far
|
||||
too many times in a map. Okay after you've changed the terrain and sky,
|
||||
let's add some objects. Go to your assets folder in the main directory
|
||||
of your BF2 Modtools folder and click on worlds. Click on a world that
|
||||
has something to do with your map and copy the ODF and MSH files. Then
|
||||
go to your mod maps directory (data_XXX) and paste the in YOUR world
|
||||
directory. (Data_XXX\Worlds\XXX or Data_XXX\Worlds\XXX\world1) Okay,
|
||||
now that you have some objects to work with, open up ZeroEditor in your
|
||||
mod maps directory and load your map's .wld file. Load the layers that
|
||||
you want to show up, click "build accurate collision geometry," and
|
||||
click the load button. Now go to objects. Click on the browse button
|
||||
and go to your mod maps world directory and open up the file named ODF.
|
||||
Pick an object. (If it doesn't load the object and you can't see it, if
|
||||
you click it will probably crash ZeroEditor.) Now that you've got some
|
||||
objects out you change the textures or add cps or munge your map and
|
||||
play on it. But before you do that I recommend you change the height a
|
||||
little. (its another way to spot noob modders.) Make sure that you
|
||||
don't make it too steep or you won't be able to get to it. (this can
|
||||
also cause terrain glitches so be careful.) Make sure that your map
|
||||
isn't TOO big or its going to be boring unless you have, like, one
|
||||
thousand units which causes lag. You can also add more cps which is
|
||||
documented in your BF2 Modtools folder. You could also create your own
|
||||
heroes and such. (also documented) If your map is small make sure that
|
||||
you either A. Don't make any vehicles or B. Don't make very many
|
||||
vehicles. If you make too many at-sts and such, your map is going to
|
||||
become a death trap. Another important thing, make sure that your AI
|
||||
have planning so they don't wander around mindlessly trying to kill
|
||||
people (they have to be a bit smarter to do that.) But the AI
|
||||
automatically travel to a cp so it still works - kinda. If your
|
||||
building a multi-leveled world your going to run into some issues with
|
||||
AI planning. When you're done editing you can save your map and munge
|
||||
it. Just go to your mod maps main directory, click the folder called
|
||||
_Build, and doubleclick on the .exe called visualmunge. A screen will
|
||||
pop up with several options on things to munge. Click the button
|
||||
'Select All' then click munge. This will take a while (5-10 minutes
|
||||
tops unless your computer is either really bad or its a HUGE file\map)
|
||||
while your waiting you can maybe, start your homework the day before
|
||||
its due, or maybe catch a basketball with your face (I've tried it,
|
||||
doesn't work too well) When its almost done a log file will pop up and
|
||||
tell you if anything went wrong. (If it doesn't pop up then nothing
|
||||
went wrong) Shortly after that a screen will pop up something like this.
|
||||
|
||||
There's magic in the air...
|
||||
Go run BF2
|
||||
|---------|
|
||||
| OK |
|
||||
-----------
|
||||
|
||||
Click OK and your map will be complete. Go run Battlefront 2 and you
|
||||
will see your map in the instant action list. Start it up. If it
|
||||
crashes, here's an easy way to figure out what caused it. Go to your
|
||||
BF2 Modtools directory and look for the .exe labeled Modtools. Copy it
|
||||
and put it in your Gamedata folder. Click on the one in the Gamedata
|
||||
folder and it will run what looks like the PSP version of the game.
|
||||
There will be a green bar at the top. Now run your map and watch it
|
||||
crash. In the Gamedata directory a file will be created called BFront2.
|
||||
It will contain any errors inside of it. Wait for about a minute for
|
||||
it to get all the crud written down and skim through it. If you
|
||||
absolutely CANNOT find what went wrong post it here on Gametoast and
|
||||
someone will help you with it. (eventually) Now just wait for a day or
|
||||
two and look at the responses. If someone posted and told you why it
|
||||
crashed then go and fix the issue. (Most maps I have made have not
|
||||
crashed.) Once your dilemma seems to be over and you have addressed
|
||||
the issue(s), run visualmung again and select the place where something
|
||||
went wrong and munge it. When its finished munging run your game
|
||||
again. If your level works, look for bugs (floating objects,
|
||||
non-localized weapons, etc.) and glitches (walk through walls, fly for
|
||||
all eternity, go through the ground.) Once your level is complete you
|
||||
can make a readme explaining the map, it's contents, etc. Then you can
|
||||
put it in a .zip or .rar file and post it on Filefront or ModDB. Then
|
||||
watch the download count rise ever higher, all thanks to this great
|
||||
tutorial/guide. P.S Remember to thank me in your readme or I will be
|
||||
very upset. I mean seriously, I spend an HOUR of MY time to help YOU
|
||||
make a good map. So you better remember the name Vegati, lest a
|
||||
thousand Geonosians assault your living quarters.
|
|
@ -0,0 +1,81 @@
|
|||
Okay to start off, try to be different. Before you make your map,
|
||||
search around and make sure that either no one has done your idea or
|
||||
it hasn't been done often. Okay and here are the two parts that almost
|
||||
instantly tell you someone is a noob modder. Those annoying Yaving
|
||||
textures and sky. Those are the map killers. (unless you're doing
|
||||
Yavin) For Pete's sake, CHANGE THEM! Make them Hoth, Mustafar, or even
|
||||
Endor, but PLEASE, do not use those textures they have been seen far
|
||||
too many times in a map. Okay after you've changed the terrain and sky,
|
||||
let's add some objects. Go to your assets folder in the main directory
|
||||
of your BF2 Modtools folder and click on worlds. Click on a world that
|
||||
has something to do with your map and copy the ODF and MSH files. Then
|
||||
go to your mod maps directory (data_XXX) and paste the in YOUR world
|
||||
directory. (Data_XXX\Worlds\XXX or Data_XXX\Worlds\XXX\world1) Okay,
|
||||
now that you have some objects to work with, open up ZeroEditor in your
|
||||
mod maps directory and load your map's .wld file. Load the layers that
|
||||
you want to show up, click "build accurate collision geometry," and
|
||||
click the load button. Now go to objects. Click on the browse button
|
||||
and go to your mod maps world directory and open up the file named ODF.
|
||||
Pick an object. (If it doesn't load the object and you can't see it, if
|
||||
you click it will probably crash ZeroEditor.) Now that you've got some
|
||||
objects out you change the textures or add cps or munge your map and
|
||||
play on it. But before you do that I recommend you change the height a
|
||||
little. (its another way to spot noob modders.) Make sure that you
|
||||
don't make it too steep or you won't be able to get to it. (this can
|
||||
also cause terrain glitches so be careful.) Make sure that your map
|
||||
isn't TOO big or its going to be boring unless you have, like, one
|
||||
thousand units which causes lag. You can also add more cps which is
|
||||
documented in your BF2 Modtools folder. You could also create your own
|
||||
heroes and such. (also documented) If your map is small make sure that
|
||||
you either A. Don't make any vehicles or B. Don't make very many
|
||||
vehicles. If you make too many at-sts and such, your map is going to
|
||||
become a death trap. Another important thing, make sure that your AI
|
||||
have planning so they don't wander around mindlessly trying to kill
|
||||
people (they have to be a bit smarter to do that.) But the AI
|
||||
automatically travel to a cp so it still works - kinda. If your
|
||||
building a multi-leveled world your going to run into some issues with
|
||||
AI planning. When you're done editing you can save your map and munge
|
||||
it. Just go to your mod maps main directory, click the folder called
|
||||
_Build, and doubleclick on the .exe called visualmunge. A screen will
|
||||
pop up with several options on things to munge. Click the button
|
||||
'Select All' then click munge. This will take a while (5-10 minutes
|
||||
tops unless your computer is either really bad or its a HUGE file\map)
|
||||
while your waiting you can maybe, start your homework the day before
|
||||
its due, or maybe catch a basketball with your face (I've tried it,
|
||||
doesn't work too well) When its almost done a log file will pop up and
|
||||
tell you if anything went wrong. (If it doesn't pop up then nothing
|
||||
went wrong) Shortly after that a screen will pop up something like this.
|
||||
|
||||
There's magic in the air...
|
||||
Go run BF2
|
||||
|---------|
|
||||
| OK |
|
||||
-----------
|
||||
|
||||
Click OK and your map will be complete. Go run Battlefront 2 and you
|
||||
will see your map in the instant action list. Start it up. If it
|
||||
crashes, here's an easy way to figure out what caused it. Go to your
|
||||
BF2 Modtools directory and look for the .exe labeled Modtools. Copy it
|
||||
and put it in your Gamedata folder. Click on the one in the Gamedata
|
||||
folder and it will run what looks like the PSP version of the game.
|
||||
There will be a green bar at the top. Now run your map and watch it
|
||||
crash. In the Gamedata directory a file will be created called BFront2.
|
||||
It will contain any errors inside of it. Wait for about a minute for
|
||||
it to get all the crud written down and skim through it. If you
|
||||
absolutely CANNOT find what went wrong post it here on Gametoast and
|
||||
someone will help you with it. (eventually) Now just wait for a day or
|
||||
two and look at the responses. If someone posted and told you why it
|
||||
crashed then go and fix the issue. (Most maps I have made have not
|
||||
crashed.) Once your dilemma seems to be over and you have addressed
|
||||
the issue(s), run visualmung again and select the place where something
|
||||
went wrong and munge it. When its finished munging run your game
|
||||
again. If your level works, look for bugs (floating objects,
|
||||
non-localized weapons, etc.) and glitches (walk through walls, fly for
|
||||
all eternity, go through the ground.) Once your level is complete you
|
||||
can make a readme explaining the map, it's contents, etc. Then you can
|
||||
put it in a .zip or .rar file and post it on Filefront or ModDB. Then
|
||||
watch the download count rise ever higher, all thanks to this great
|
||||
tutorial/guide. P.S Remember to thank me in your readme or I will be
|
||||
very upset. I mean seriously, I spend an HOUR of MY time to help YOU
|
||||
make a good map. So you better remember the name Vegati, lest a
|
||||
thousand Geonosians assault your living quarters.
|
|
@ -0,0 +1 @@
|
|||
Assets Here Are NOT Made By Me! they are made by the modding comunity.
|
|
@ -0,0 +1,656 @@
|
|||
|
||||
Object("cis_turr_2", "cis_bldg_boxturret")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-5.493225, 29.078033, 632.323486);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("CIS_Gun6", "tur_bldg_spa_cis_chaingun")
|
||||
{
|
||||
ChildRotation(0.710000, 0.000000, 0.704000, 0.000000);
|
||||
ChildPosition(-5.628174, 30.231018, 609.562500);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("cis_ship_1", "cis_fly_fedcruiser")
|
||||
{
|
||||
ChildRotation(0.000000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(-6.221191, -88.839981, 163.826477);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fly_fedcruiser");
|
||||
}
|
||||
|
||||
Object("cis_turr_3", "cis_bldg_boxturret")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-6.493225, 33.308014, 491.323486);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("CIS_Gun5", "tur_bldg_spa_cis_chaingun")
|
||||
{
|
||||
ChildRotation(0.714000, 0.000000, 0.700000, 0.000000);
|
||||
ChildPosition(34.440796, 31.834015, 394.945496);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("CIS_Gun4", "tur_bldg_spa_cis_recoilless")
|
||||
{
|
||||
ChildRotation(0.713000, 0.000000, 0.701000, 0.000000);
|
||||
ChildPosition(30.975769, 28.880035, 224.905487);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("cis_ship_3", "cis_fly_fedcruiser3")
|
||||
{
|
||||
ChildRotation(0.000000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(-6.239197, -88.830978, 164.103485);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fly_fedcruiser3");
|
||||
}
|
||||
|
||||
Object("cis-comms", "spa2_prop_antenna_destruct")
|
||||
{
|
||||
ChildRotation(0.001000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(-6.318176, 30.070007, 327.608459);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa2_prop_antenna_destruct");
|
||||
}
|
||||
|
||||
Object("cis_ship_2", "cis_fly_fedcruiser2")
|
||||
{
|
||||
ChildRotation(0.000000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(-6.222229, -88.834976, 163.973480);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fly_fedcruiser2");
|
||||
}
|
||||
|
||||
Object("cis-bridge", "cis_fedcruiser_destruct4")
|
||||
{
|
||||
ChildRotation(0.001000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(-6.318176, 67.265015, 78.686478);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_destruct4");
|
||||
}
|
||||
|
||||
Object("cis_turr_6", "cis_bldg_boxturret")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-8.493225, 84.075012, -1.676514);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("CIS_Gun3", "tur_bldg_spa_cis_recoilless")
|
||||
{
|
||||
ChildRotation(0.712000, 0.000000, 0.702000, 0.000000);
|
||||
ChildPosition(27.466797, 83.748016, -8.794525);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("cis_turr_5", "cis_bldg_boxturret")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-8.493225, 84.061035, -78.676514);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("cis_turr_4", "cis_bldg_boxturret")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-8.493225, 84.063019, -168.676529);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("cis_ship_4", "cis_fly_fedcruiser4")
|
||||
{
|
||||
ChildRotation(0.000000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(-6.221191, -88.800980, 164.255478);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fly_fedcruiser4");
|
||||
}
|
||||
|
||||
Object("CIS_Gun2", "tur_bldg_spa_cis_recoilless")
|
||||
{
|
||||
ChildRotation(0.713000, 0.000000, 0.701000, 0.000000);
|
||||
ChildPosition(-6.517212, 83.450012, -199.231522);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("CIS_Gun1", "tur_bldg_spa_cis_chaingun")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-6.895203, 280.752045, -364.006531);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("cis_turr_1", "cis_bldg_boxturret")
|
||||
{
|
||||
ChildRotation(0.000000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(-6.507202, 280.501007, -416.498535);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("cis-sensors", "cis_fedcruiser_destruct_sensorrly")
|
||||
{
|
||||
ChildRotation(0.706000, -0.709000, 0.000000, 0.000000);
|
||||
ChildPosition(-5.493225, 61.526031, -441.283508);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_destruct_sensorrly");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_destruct_sensorprop", "cis_fedcruiser_destruct_sensorprop")
|
||||
{
|
||||
ChildRotation(0.706000, -0.709000, 0.000000, 0.000000);
|
||||
ChildPosition(-5.493225, 61.526031, -441.283508);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_destruct_sensorprop");
|
||||
}
|
||||
|
||||
Object("cis_drive_2", "cis_fedcruiser_destruct2")
|
||||
{
|
||||
ChildRotation(0.000000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(-56.507202, -33.496979, -460.138550);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_destruct2");
|
||||
}
|
||||
|
||||
Object("cis_drive_1", "cis_fedcruiser_destruct1")
|
||||
{
|
||||
ChildRotation(0.000000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(42.855804, -33.388977, -459.345520);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_destruct1");
|
||||
}
|
||||
|
||||
Object("cis-life-ext", "cis_fedcruiser_destruct_lifesupport")
|
||||
{
|
||||
ChildRotation(1.000000, -0.030000, 0.000000, 0.000000);
|
||||
ChildPosition(-4.951172, -115.190979, 657.767456);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_destruct_lifesupport");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_hallway", "cis_fedcruiser_hallway")
|
||||
{
|
||||
ChildRotation(0.000000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(-6.221191, -33.848984, -103.907516);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_hallway");
|
||||
}
|
||||
|
||||
Object("cis-v4", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.707000, 0.000000, 0.707000, 0.000000);
|
||||
ChildPosition(61.030792, -29.114975, -61.470520);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("cis-cp1");
|
||||
SpawnCount("5");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("cis_fly_droidgunship");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("cis_fly_droidgunship");
|
||||
ClassImpDEF("");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("cis-v3", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.707000, 0.000000, 0.707000, 0.000000);
|
||||
ChildPosition(61.251801, -29.114975, -89.434525);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("cis-cp1");
|
||||
SpawnCount("5");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("cis_fly_greviousfighter");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("cis_fly_greviousfighter");
|
||||
ClassImpDEF("");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("cis-v2", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.707000, 0.000000, 0.707000, 0.000000);
|
||||
ChildPosition(61.100800, -29.114975, -117.872513);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("cis-cp1");
|
||||
SpawnCount("5");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("cis_fly_tridroidfighter");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("cis_fly_tridroidfighter");
|
||||
ClassImpDEF("");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("cis-v1", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.707000, 0.000000, 0.707000, 0.000000);
|
||||
ChildPosition(61.752808, -29.114975, -146.234512);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("cis-cp1");
|
||||
SpawnCount("5");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("cis_fly_droidfighter_sc");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("cis_fly_droidfighter_sc");
|
||||
ClassImpDEF("");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("cis-cp1", "com_bldg_controlzone_CTF")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-9.507202, -25.370972, -46.498520);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_controlzone");
|
||||
CaptureRegion("");
|
||||
ControlRegion("cis-cp1con");
|
||||
SpawnPath("cis-cp1spawn");
|
||||
TurretPath("");
|
||||
AllyPath("");
|
||||
AllyCount("65536");
|
||||
Radius("0.0");
|
||||
ValueBleed_Alliance("0");
|
||||
ValueBleed_CIS("0");
|
||||
ValueBleed_Empire("0");
|
||||
ValueBleed_Republic("0");
|
||||
ValueBleed_Neutral("0");
|
||||
ValueBleed_Locals("0");
|
||||
Value_ATK_Alliance("0");
|
||||
Value_ATK_CIS("0");
|
||||
Value_ATK_Empire("0");
|
||||
Value_ATK_Republic("0");
|
||||
Value_ATK_Locals("0");
|
||||
Value_DEF_Alliance("0");
|
||||
Value_DEF_CIS("0");
|
||||
Value_DEF_Empire("0");
|
||||
Value_DEF_Republic("0");
|
||||
Value_DEF_Locals("0");
|
||||
VO_All_AllCapture("all_off_com_report_captured_commandpost");
|
||||
VO_All_AllLost("all_off_com_report_lost_commandpost");
|
||||
VO_All_AllInDispute("");
|
||||
VO_All_AllSaved("");
|
||||
VO_All_AllInfo("");
|
||||
VO_All_ImpCapture("all_off_com_report_enemyCaptured_commandpost");
|
||||
VO_All_ImpLost("");
|
||||
VO_All_ImpInDispute("");
|
||||
VO_All_ImpSaved("");
|
||||
VO_All_ImpInfo("");
|
||||
VO_Imp_AllCapture("imp_off_com_report_enemyCaptured_commandpost");
|
||||
VO_Imp_AllLost("");
|
||||
VO_Imp_AllInDispute("");
|
||||
VO_Imp_AllSaved("");
|
||||
VO_Imp_AllInfo("");
|
||||
VO_Imp_ImpCapture("imp_off_com_report_captured_commandpost");
|
||||
VO_Imp_ImpLost("imp_off_com_report_lost_commandpost");
|
||||
VO_Imp_ImpInDispute("");
|
||||
VO_Imp_ImpSaved("");
|
||||
VO_Imp_ImpInfo("");
|
||||
VO_Rep_RepCapture("rep_off_com_report_captured_commandpost");
|
||||
VO_Rep_RepLost("rep_off_com_report_lost_commandpost");
|
||||
VO_Rep_RepInDispute("");
|
||||
VO_Rep_RepSaved("");
|
||||
VO_Rep_RepInfo("");
|
||||
VO_Rep_CISCapture("rep_off_com_report_enemyCaptured_commandpost");
|
||||
VO_Rep_CISLost("");
|
||||
VO_Rep_CISInDispute("");
|
||||
VO_Rep_CISSaved("");
|
||||
VO_Rep_CISInfo("");
|
||||
VO_CIS_RepCapture("cis_off_com_report_enemyCaptured_commandpost");
|
||||
VO_CIS_RepLost("");
|
||||
VO_CIS_RepInDispute("");
|
||||
VO_CIS_RepSaved("");
|
||||
VO_CIS_RepInfo("");
|
||||
VO_CIS_CISCapture("cis_off_com_report_captured_commandpost");
|
||||
VO_CIS_CISLost("cis_off_com_report_lost_commandpost");
|
||||
VO_CIS_CISInDispute("");
|
||||
VO_CIS_CISSaved("");
|
||||
VO_CIS_CISInfo("");
|
||||
SoldierBan("");
|
||||
HoverBan("");
|
||||
SmallBan("");
|
||||
MediumBan("");
|
||||
HugeBan("");
|
||||
FlyerBan("");
|
||||
AISpawnWeight("");
|
||||
HUDIndex("");
|
||||
HUDIndexDisplay("0");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_door1", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(1.360779, -25.362976, -41.136520);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_door2", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-20.187195, -25.368973, -41.150513);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("CIS_turrchair4", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(-0.238000, 0.000000, -0.971000, 0.000000);
|
||||
ChildPosition(-15.701172, -25.552979, -9.012527);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("CIS_Gun4");
|
||||
NextLinkedTerminal("CIS_turrchair5");
|
||||
PrevLinkedTerminal("CIS_turrchair3");
|
||||
}
|
||||
|
||||
Object("CIS_turrchair3", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.933000, 0.000000, 0.361000, 0.000000);
|
||||
ChildPosition(-16.222229, -25.586975, -25.218521);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("CIS_Gun3");
|
||||
NextLinkedTerminal("CIS_turrchair4");
|
||||
PrevLinkedTerminal("CIS_turrchair2");
|
||||
}
|
||||
|
||||
Object("CIS_turrchair1", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.937000, 0.000000, -0.349000, 0.000000);
|
||||
ChildPosition(-5.346191, -25.552979, -25.102524);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("CIS_Gun1");
|
||||
NextLinkedTerminal("CIS_turrchair2");
|
||||
PrevLinkedTerminal("CIS_turrchair6");
|
||||
}
|
||||
|
||||
Object("CIS_turrchair5", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.711000, 0.000000, -0.703000, 0.000000);
|
||||
ChildPosition(-0.717224, -25.593979, -17.831512);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("CIS_Gun5");
|
||||
NextLinkedTerminal("CIS_turrchair6");
|
||||
PrevLinkedTerminal("CIS_turrchair4");
|
||||
}
|
||||
|
||||
Object("CIS_turrchair2", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.352000, 0.000000, -0.936000, 0.000000);
|
||||
ChildPosition(-5.247192, -25.605972, -9.687515);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("CIS_Gun2");
|
||||
NextLinkedTerminal("CIS_turrchair3");
|
||||
PrevLinkedTerminal("CIS_turrchair1");
|
||||
}
|
||||
|
||||
Object("CIS_turrchair6", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.711000, 0.000000, 0.703000, 0.000000);
|
||||
ChildPosition(-19.665222, -25.612976, -17.123520);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("CIS_Gun6");
|
||||
NextLinkedTerminal("CIS_turrchair1");
|
||||
PrevLinkedTerminal("CIS_turrchair5");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_commandroom_server", "cis_fedcruiser_commandroom_server")
|
||||
{
|
||||
ChildRotation(0.000000, -0.001000, -1.000000, 0.000000);
|
||||
ChildPosition(-10.575195, -25.532974, -22.883514);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_commandroom_server");
|
||||
}
|
||||
|
||||
Object("cis-defense", "spa_prop_liquidgen")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-10.656189, -25.129974, -17.443527);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa_prop_liquidgen");
|
||||
}
|
||||
|
||||
Object("cis_eng_door", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(0.714000, 0.000000, -0.700000, 0.000000);
|
||||
ChildPosition(8.031799, -25.356979, -13.191513);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("cis_shi_door", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-10.418213, -25.327972, 0.339478);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("cis_lif_door", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(0.713000, 0.000000, -0.701000, 0.000000);
|
||||
ChildPosition(-29.069214, -25.289978, -13.234512);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("CIS_roofgun2", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.000000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(-22.634216, -22.109985, -6.967514);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("CIS_roofgun1", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.000000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(1.556824, -22.146973, -6.967514);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_commandroom_SG_prop", "cis_fedcruiser_commandroom_SG_prop")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-10.564209, -33.519974, 13.421478);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_commandroom_SG_prop");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_commandroom_shieldgen", "cis_fedcruiser_commandroom_shieldgen")
|
||||
{
|
||||
ChildRotation(0.000000, -0.001000, -1.000000, 0.000000);
|
||||
ChildPosition(-10.575195, -25.532974, -22.883514);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_commandroom_shieldgen");
|
||||
}
|
||||
|
||||
Object("cis-life-int", "spa_prop_console")
|
||||
{
|
||||
ChildRotation(0.000000, -0.001000, -1.000000, 0.000000);
|
||||
ChildPosition(-10.480225, -25.575974, -22.986526);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa_prop_console");
|
||||
}
|
||||
|
||||
Object("CIS_roofgun3", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.711000, 0.000000, 0.703000, 0.000000);
|
||||
ChildPosition(-46.017212, -20.952972, -12.886520);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_commandroom0", "cis_fedcruiser_commandroom")
|
||||
{
|
||||
ChildRotation(0.000000, -0.001000, -1.000000, 0.000000);
|
||||
ChildPosition(-10.575195, -25.532974, -22.883514);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_commandroom");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_commandroom_engine", "cis_fedcruiser_commandroom_engine")
|
||||
{
|
||||
ChildRotation(0.000000, -0.001000, -1.000000, 0.000000);
|
||||
ChildPosition(-10.575195, -25.532974, -22.883514);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_commandroom_engine");
|
||||
}
|
||||
|
||||
Object("CIS_roofgun4", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.708000, 0.000000, -0.706000, 0.000000);
|
||||
ChildPosition(38.559784, -23.276978, -6.647522);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("cis-engines", "spa_prop_engine_tank")
|
||||
{
|
||||
ChildRotation(0.000000, -0.001000, -1.000000, 0.000000);
|
||||
ChildPosition(40.282806, -25.628983, -13.309525);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa_prop_engine_tank");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_shield_blue", "cis_fedcruiser_shield_blue")
|
||||
{
|
||||
ChildRotation(0.000000, 0.000000, -1.000000, 0.000000);
|
||||
ChildPosition(-6.221191, -33.125977, -103.907516);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_shield_blue");
|
||||
}
|
||||
|
||||
Object("cis-shield", "cis_fedcruiser_commandroom_SG_blender")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-10.490173, -27.488983, 13.324478);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_commandroom_SG_blender");
|
||||
}
|
|
@ -0,0 +1,769 @@
|
|||
|
||||
Object("imp_ship_6", "imp_cap_stardestroyer1")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-69.418976, -24.464569, 39.022888);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer1");
|
||||
}
|
||||
|
||||
Object("imp_turr_1", "imp_bldg_boxturret")
|
||||
{
|
||||
ChildRotation(0.707419, 0.000000, -0.706797, 0.000000);
|
||||
ChildPosition(-136.847992, 9.653473, 1005.528870);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("imp_ship_5", "imp_cap_stardestroyer2")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-69.418976, -24.464661, 39.022842);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer2");
|
||||
}
|
||||
|
||||
Object("sensors_spin0", "rep_assultship_destruct_sensorprop")
|
||||
{
|
||||
ChildRotation(0.990300, 0.000000, -0.138956, 0.000000);
|
||||
ChildPosition(37.083008, 43.923431, 601.531860);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_destruct_sensorprop");
|
||||
}
|
||||
|
||||
Object("imp-sensors", "rep_assultship_destruct_sensorrly")
|
||||
{
|
||||
ChildRotation(0.990300, 0.000000, -0.138956, 0.000000);
|
||||
ChildPosition(37.084015, 43.923431, 601.533875);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_destruct_sensorrly");
|
||||
}
|
||||
|
||||
Object("imp_RT01", "tur_bldg_spa_imp_recoilless")
|
||||
{
|
||||
ChildRotation(0.708409, 0.000000, -0.705805, 0.000000);
|
||||
ChildPosition(12.338013, 45.027374, 229.817856);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_bldg_bandturret");
|
||||
}
|
||||
|
||||
Object("imp_turr_2", "imp_bldg_boxturret")
|
||||
{
|
||||
ChildRotation(0.707419, 0.000000, -0.706797, 0.000000);
|
||||
ChildPosition(-163.389984, 5.903473, 183.377853);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("imp_RT06", "tur_bldg_spa_imp_chaingun")
|
||||
{
|
||||
ChildRotation(0.699435, 0.000000, -0.714699, 0.000000);
|
||||
ChildPosition(-168.172974, 5.577423, 143.136856);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("imp_turr_3", "imp_bldg_boxturret")
|
||||
{
|
||||
ChildRotation(0.707419, 0.000000, -0.706797, 0.000000);
|
||||
ChildPosition(-168.552979, 5.071442, 102.425858);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("imp_RT03", "tur_bldg_spa_imp_recoilless")
|
||||
{
|
||||
ChildRotation(0.707419, 0.000000, -0.706797, 0.000000);
|
||||
ChildPosition(-168.172974, 5.035370, 58.422852);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_bldg_bandturret");
|
||||
}
|
||||
|
||||
Object("imp_turr_4", "imp_bldg_boxturret")
|
||||
{
|
||||
ChildRotation(0.707419, 0.000000, -0.706797, 0.000000);
|
||||
ChildPosition(-160.296967, 6.446442, 21.457851);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("spa1_prop_imp_shipturret1", "spa1_prop_imp_shipturret")
|
||||
{
|
||||
ChildRotation(0.708438, 0.060949, -0.700419, 0.061795);
|
||||
ChildPosition(-125.969971, 10.100281, -512.977112);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa1_prop_imp_shipturret");
|
||||
}
|
||||
|
||||
Object("spa1_prop_imp_shipturret2", "spa1_prop_imp_shipturret")
|
||||
{
|
||||
ChildRotation(0.708438, 0.060949, -0.700419, 0.061795);
|
||||
ChildPosition(-125.969971, 10.164368, -407.977142);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa1_prop_imp_shipturret");
|
||||
}
|
||||
|
||||
Object("imp_turr_5", "imp_bldg_boxturret")
|
||||
{
|
||||
ChildRotation(0.708409, 0.000000, -0.705805, 0.000000);
|
||||
ChildPosition(-157.141968, -32.346680, 0.991852);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("imp_ship_4", "imp_cap_stardestroyer3")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-69.418945, -24.464569, 39.022850);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer3");
|
||||
}
|
||||
|
||||
Object("imp_RT02", "tur_bldg_spa_imp_recoilless")
|
||||
{
|
||||
ChildRotation(0.707419, 0.000000, -0.706797, 0.000000);
|
||||
ChildPosition(159.395966, 96.724457, -170.000153);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_bldg_bandturret");
|
||||
}
|
||||
|
||||
Object("imp_ship_1", "imp_cap_stardestroyer4")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-69.419037, -24.464508, 39.022903);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer4");
|
||||
}
|
||||
|
||||
Object("imp_RT05", "tur_bldg_spa_imp_chaingun")
|
||||
{
|
||||
ChildRotation(0.559440, 0.000000, -0.828874, 0.000000);
|
||||
ChildPosition(304.167023, 189.358398, -340.290131);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("imp-bridge", "imp_cap_stardestroyer_dest_tower")
|
||||
{
|
||||
ChildRotation(0.990300, 0.000000, -0.138956, 0.000000);
|
||||
ChildPosition(397.220978, 357.380371, -671.977112);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer_dest_tower");
|
||||
}
|
||||
|
||||
Object("imp_ship_3", "imp_cap_stardestroyer_destruct3")
|
||||
{
|
||||
ChildRotation(0.987290, 0.000000, -0.158941, 0.000000);
|
||||
ChildPosition(507.843964, 358.094360, -659.257141);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer_destruct2");
|
||||
CaptureRegion("");
|
||||
ControlRegion("");
|
||||
KillRegion("");
|
||||
SpawnPath("");
|
||||
AllyPath("");
|
||||
AllyCount("65536");
|
||||
Radius("0.0");
|
||||
ValueBleed("10");
|
||||
Value_ATK_Alliance("20");
|
||||
Value_ATK_CIS("10");
|
||||
Value_ATK_Empire("10");
|
||||
Value_ATK_Republic("10");
|
||||
Value_DEF_Alliance("20");
|
||||
Value_DEF_CIS("10");
|
||||
Value_DEF_Empire("10");
|
||||
Value_DEF_Republic("10");
|
||||
Value_DEF_Locals("10");
|
||||
VO_All_AllCapture("");
|
||||
VO_All_AllLost("");
|
||||
VO_All_AllInDispute("");
|
||||
VO_All_AllSaved("");
|
||||
VO_All_AllInfo("");
|
||||
VO_All_ImpCapture("");
|
||||
VO_All_ImpLost("");
|
||||
VO_All_ImpInDispute("");
|
||||
VO_All_ImpSaved("");
|
||||
VO_All_ImpInfo("");
|
||||
VO_Imp_AllCapture("");
|
||||
VO_Imp_AllLost("");
|
||||
VO_Imp_AllInDispute("");
|
||||
VO_Imp_AllSaved("");
|
||||
VO_Imp_AllInfo("");
|
||||
VO_Imp_ImpCapture("");
|
||||
VO_Imp_ImpLost("");
|
||||
VO_Imp_ImpInDispute("");
|
||||
VO_Imp_ImpSaved("");
|
||||
VO_Imp_ImpInfo("");
|
||||
VO_Rep_RepCapture("");
|
||||
VO_Rep_RepLost("");
|
||||
VO_Rep_RepInDispute("");
|
||||
VO_Rep_RepSaved("");
|
||||
VO_Rep_RepInfo("");
|
||||
VO_Rep_CISCapture("");
|
||||
}
|
||||
|
||||
Object("imp_ship_2", "imp_cap_stardestroyer_destruct3")
|
||||
{
|
||||
ChildRotation(0.631488, 0.000000, 0.775389, 0.000000);
|
||||
ChildPosition(300.844025, 357.094360, -714.257141);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer_destruct2");
|
||||
CaptureRegion("");
|
||||
ControlRegion("");
|
||||
KillRegion("");
|
||||
SpawnPath("");
|
||||
AllyPath("");
|
||||
AllyCount("65536");
|
||||
Radius("0.0");
|
||||
ValueBleed("10");
|
||||
Value_ATK_Alliance("20");
|
||||
Value_ATK_CIS("10");
|
||||
Value_ATK_Empire("10");
|
||||
Value_ATK_Republic("10");
|
||||
Value_DEF_Alliance("20");
|
||||
Value_DEF_CIS("10");
|
||||
Value_DEF_Empire("10");
|
||||
Value_DEF_Republic("10");
|
||||
Value_DEF_Locals("10");
|
||||
VO_All_AllCapture("");
|
||||
VO_All_AllLost("");
|
||||
VO_All_AllInDispute("");
|
||||
VO_All_AllSaved("");
|
||||
VO_All_AllInfo("");
|
||||
VO_All_ImpCapture("");
|
||||
VO_All_ImpLost("");
|
||||
VO_All_ImpInDispute("");
|
||||
VO_All_ImpSaved("");
|
||||
VO_All_ImpInfo("");
|
||||
VO_Imp_AllCapture("");
|
||||
VO_Imp_AllLost("");
|
||||
VO_Imp_AllInDispute("");
|
||||
VO_Imp_AllSaved("");
|
||||
VO_Imp_AllInfo("");
|
||||
VO_Imp_ImpCapture("");
|
||||
VO_Imp_ImpLost("");
|
||||
VO_Imp_ImpInDispute("");
|
||||
VO_Imp_ImpSaved("");
|
||||
VO_Imp_ImpInfo("");
|
||||
VO_Rep_RepCapture("");
|
||||
VO_Rep_RepLost("");
|
||||
VO_Rep_RepInDispute("");
|
||||
VO_Rep_RepSaved("");
|
||||
VO_Rep_RepInfo("");
|
||||
VO_Rep_CISCapture("");
|
||||
}
|
||||
|
||||
Object("imp_drive_2", "imp_cap_dest_engine_1")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(426.844025, -41.905670, -806.257141);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer_destruct4");
|
||||
}
|
||||
|
||||
Object("imp_drive_1", "imp_cap_dest_engine_1")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(124.844025, -28.905670, -833.257141);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer_destruct4");
|
||||
}
|
||||
|
||||
Object("imp_drive_3", "imp_cap_dest_engine_1")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(709.844116, -26.905670, -680.257141);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer_destruct4");
|
||||
}
|
||||
|
||||
Object("imp_cap_stardestroyer_shield1", "imp_cap_stardestroyer_shield")
|
||||
{
|
||||
ChildRotation(0.999952, 0.000000, 0.009987, 0.000000);
|
||||
ChildPosition(-145.010986, -37.593658, 93.191849);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer_shield");
|
||||
}
|
||||
|
||||
Object("imp_cap_stardestroyer_hallway", "imp_cap_stardestroyer_hallway")
|
||||
{
|
||||
ChildRotation(0.713422, 0.000000, -0.700738, 0.000000);
|
||||
ChildPosition(-46.971985, -39.773651, 90.153854);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer_hallway");
|
||||
}
|
||||
|
||||
Object("imp-v4", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.712420, 0.000000, -0.701756, 0.000000);
|
||||
ChildPosition(-123.479980, -39.223663, 123.135849);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("imp-cp1");
|
||||
SpawnCount("5");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("imp_fly_tiefighter_sc");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("");
|
||||
ClassImpDEF("imp_fly_tiefighter_sc");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("imp-v3", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.712420, 0.000000, -0.701756, 0.000000);
|
||||
ChildPosition(-123.479980, -39.223663, 103.135849);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("imp-cp1");
|
||||
SpawnCount("5");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("imp_fly_tiebomber_sc");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("");
|
||||
ClassImpDEF("imp_fly_tiebomber_sc");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("imp-v2", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.711434, 0.000000, -0.702756, 0.000000);
|
||||
ChildPosition(-123.479980, -39.223663, 80.135849);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("imp-cp1");
|
||||
SpawnCount("5");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("imp_fly_tieinterceptor");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("");
|
||||
ClassImpDEF("imp_fly_tieinterceptor");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("imp-v1", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.712427, 0.000000, -0.701749, 0.000000);
|
||||
ChildPosition(-123.479980, -39.223663, 57.135853);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("imp-cp1");
|
||||
SpawnCount("1");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("imp_fly_trooptrans");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("");
|
||||
ClassImpDEF("imp_fly_trooptrans");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("spa1_prop_impdoor2", "spa1_prop_impdoor")
|
||||
{
|
||||
ChildRotation(0.712427, 0.000000, -0.701749, 0.000000);
|
||||
ChildPosition(-64.935974, -39.627686, 100.408852);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa1_prop_impdoor");
|
||||
}
|
||||
|
||||
Object("spa1_prop_impdoor3", "spa1_prop_impdoor")
|
||||
{
|
||||
ChildRotation(0.717417, 0.000000, -0.696647, 0.000000);
|
||||
ChildPosition(-65.297974, -39.642700, 78.828857);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa1_prop_impdoor");
|
||||
}
|
||||
|
||||
Object("imp-cp1", "com_bldg_controlzone_CTF")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-69.479980, -39.615692, 90.135849);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_controlzone");
|
||||
CaptureRegion("");
|
||||
ControlRegion("imp-cp1con");
|
||||
SpawnPath("imp-cp1spawn");
|
||||
TurretPath("");
|
||||
AllyPath("");
|
||||
AllyCount("65536");
|
||||
Radius("0.0");
|
||||
ValueBleed_Alliance("0");
|
||||
ValueBleed_CIS("0");
|
||||
ValueBleed_Empire("0");
|
||||
ValueBleed_Republic("0");
|
||||
ValueBleed_Neutral("0");
|
||||
ValueBleed_Locals("0");
|
||||
Value_ATK_Alliance("0");
|
||||
Value_ATK_CIS("0");
|
||||
Value_ATK_Empire("0");
|
||||
Value_ATK_Republic("0");
|
||||
Value_ATK_Locals("0");
|
||||
Value_DEF_Alliance("0");
|
||||
Value_DEF_CIS("0");
|
||||
Value_DEF_Empire("0");
|
||||
Value_DEF_Republic("0");
|
||||
Value_DEF_Locals("0");
|
||||
VO_All_AllCapture("all_off_com_report_captured_commandpost");
|
||||
VO_All_AllLost("all_off_com_report_lost_commandpost");
|
||||
VO_All_AllInDispute("");
|
||||
VO_All_AllSaved("");
|
||||
VO_All_AllInfo("");
|
||||
VO_All_ImpCapture("all_off_com_report_enemyCaptured_commandpost");
|
||||
VO_All_ImpLost("");
|
||||
VO_All_ImpInDispute("");
|
||||
VO_All_ImpSaved("");
|
||||
VO_All_ImpInfo("");
|
||||
VO_Imp_AllCapture("imp_off_com_report_enemyCaptured_commandpost");
|
||||
VO_Imp_AllLost("");
|
||||
VO_Imp_AllInDispute("");
|
||||
VO_Imp_AllSaved("");
|
||||
VO_Imp_AllInfo("");
|
||||
VO_Imp_ImpCapture("imp_off_com_report_captured_commandpost");
|
||||
VO_Imp_ImpLost("imp_off_com_report_lost_commandpost");
|
||||
VO_Imp_ImpInDispute("");
|
||||
VO_Imp_ImpSaved("");
|
||||
VO_Imp_ImpInfo("");
|
||||
VO_Rep_RepCapture("rep_off_com_report_captured_commandpost");
|
||||
VO_Rep_RepLost("rep_off_com_report_lost_commandpost");
|
||||
VO_Rep_RepInDispute("");
|
||||
VO_Rep_RepSaved("");
|
||||
VO_Rep_RepInfo("");
|
||||
VO_Rep_CISCapture("rep_off_com_report_enemyCaptured_commandpost");
|
||||
VO_Rep_CISLost("");
|
||||
VO_Rep_CISInDispute("");
|
||||
VO_Rep_CISSaved("");
|
||||
VO_Rep_CISInfo("");
|
||||
VO_CIS_RepCapture("cis_off_com_report_enemyCaptured_commandpost");
|
||||
VO_CIS_RepLost("");
|
||||
VO_CIS_RepInDispute("");
|
||||
VO_CIS_RepSaved("");
|
||||
VO_CIS_RepInfo("");
|
||||
VO_CIS_CISCapture("cis_off_com_report_captured_commandpost");
|
||||
VO_CIS_CISLost("cis_off_com_report_lost_commandpost");
|
||||
VO_CIS_CISInDispute("");
|
||||
VO_CIS_CISSaved("");
|
||||
VO_CIS_CISInfo("");
|
||||
SoldierBan("");
|
||||
HoverBan("");
|
||||
SmallBan("");
|
||||
MediumBan("");
|
||||
HugeBan("");
|
||||
FlyerBan("");
|
||||
AISpawnWeight("");
|
||||
HUDIndex("");
|
||||
HUDIndexDisplay("0");
|
||||
}
|
||||
|
||||
Object("IMP_turrchair1", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.708409, 0.000000, -0.705805, 0.000000);
|
||||
ChildPosition(-33.313995, -39.837646, 89.735855);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("imp_RT01");
|
||||
NextLinkedTerminal("IMP_turrchair2");
|
||||
PrevLinkedTerminal("IMP_turrchair6");
|
||||
}
|
||||
|
||||
Object("IMP_turrchair2", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.924265, 0.000000, -0.381755, 0.000000);
|
||||
ChildPosition(-35.858978, -39.837646, 84.225853);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("imp_RT02");
|
||||
NextLinkedTerminal("IMP_turrchair3");
|
||||
PrevLinkedTerminal("IMP_turrchair1");
|
||||
}
|
||||
|
||||
Object("IMP_turrchair6", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.925405, 0.000000, 0.378983, 0.000000);
|
||||
ChildPosition(-47.419983, -39.837646, 84.289856);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("imp_RT06");
|
||||
NextLinkedTerminal("IMP_turrchair1");
|
||||
PrevLinkedTerminal("IMP_turrchair5");
|
||||
}
|
||||
|
||||
Object("IMP_turrchair4", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.710423, 0.000000, 0.703778, 0.000000);
|
||||
ChildPosition(-49.847992, -39.837646, 90.161850);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("imp_RT04");
|
||||
NextLinkedTerminal("IMP_turrchair5");
|
||||
PrevLinkedTerminal("IMP_turrchair3");
|
||||
}
|
||||
|
||||
Object("IMP_turrchair3", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(-0.386989, 0.000000, -0.922086, 0.000000);
|
||||
ChildPosition(-47.420990, -39.837646, 95.855850);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("imp_RT03");
|
||||
NextLinkedTerminal("IMP_turrchair4");
|
||||
PrevLinkedTerminal("IMP_turrchair2");
|
||||
}
|
||||
|
||||
Object("IMP_turrchair5", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.388950, 0.000000, -0.921261, 0.000000);
|
||||
ChildPosition(-35.665985, -39.837646, 95.733856);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("imp_RT05");
|
||||
NextLinkedTerminal("IMP_turrchair6");
|
||||
PrevLinkedTerminal("IMP_turrchair4");
|
||||
}
|
||||
|
||||
Object("imp-defense", "spa_prop_liquidgen")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-41.550995, -39.448700, 90.150848);
|
||||
Team(2);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa_prop_liquidgen");
|
||||
}
|
||||
|
||||
Object("imp_roof1", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.707419, 0.000000, -0.706797, 0.000000);
|
||||
ChildPosition(-31.533966, -36.323639, 78.050858);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("imp_roof0", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.708409, 0.000000, -0.705805, 0.000000);
|
||||
ChildPosition(-31.533966, -36.323639, 101.575851);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("Impdoor03", "spa1_prop_impdoor")
|
||||
{
|
||||
ChildRotation(0.999952, 0.000000, 0.009987, 0.000000);
|
||||
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|
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|
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|
||||
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|
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|
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|
||||
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|
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|
||||
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|
||||
|
||||
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|
||||
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|
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
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|
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|
||||
|
||||
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|
||||
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|
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|
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|
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||||
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|
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|
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|
||||
|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
|
||||
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|
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|
||||
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|
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|
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|
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|
||||
|
||||
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|
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|
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|
||||
|
||||
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|
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|
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|
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|
||||
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|
||||
|
||||
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|
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|
||||
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|
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|
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|
||||
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|
||||
|
||||
Object("imp_cap_stardestroyer_commandroom", "imp_cap_stardestroyer_commandroom")
|
||||
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|
||||
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|
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|
||||
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|
|
@ -0,0 +1,656 @@
|
|||
|
||||
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|
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
|
||||
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||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
|
||||
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||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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||||
{
|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
|
||||
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|
||||
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|
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
GeometryFile("all_bldg_moncal_roundturret");
|
||||
}
|
||||
|
||||
Object("all-bridge", "all_cap_rebelcruiser_dest_tower")
|
||||
{
|
||||
ChildRotation(-0.004010, 0.000000, -0.999994, 0.000000);
|
||||
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|
||||
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|
||||
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|
||||
GeometryFile("all_cap_rebelcruiser_dest_tower");
|
||||
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|
||||
|
||||
Object("all_RT06", "tur_bldg_spa_all_beam")
|
||||
{
|
||||
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|
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|
||||
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|
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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||||
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|
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|
||||
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|
||||
GeometryFile("all_bldg_moncal_roundturret");
|
||||
}
|
||||
|
||||
Object("all_ship_1", "all_cap_rebelcruiser2")
|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser2");
|
||||
}
|
||||
|
||||
Object("all_RT02", "tur_bldg_spa_all_recoilless")
|
||||
{
|
||||
ChildRotation(0.999994, 0.000000, 0.003996, 0.000000);
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||||
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|
||||
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|
||||
NetworkId(-1);
|
||||
GeometryFile("all_bldg_moncal_roundturret");
|
||||
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|
||||
|
||||
Object("all_RT05", "tur_bldg_spa_all_beam")
|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
NetworkId(-1);
|
||||
GeometryFile("all_bldg_blisterturret");
|
||||
}
|
||||
|
||||
Object("sensors_spin1", "rep_assultship_destruct_sensorprop")
|
||||
{
|
||||
ChildRotation(0.704331, 0.070858, 0.702754, 0.070976);
|
||||
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|
||||
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|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_destruct_sensorprop");
|
||||
}
|
||||
|
||||
Object("all-sensors", "rep_assultship_destruct_sensorrly")
|
||||
{
|
||||
ChildRotation(0.704331, 0.070858, 0.702754, 0.070976);
|
||||
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|
||||
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|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_destruct_sensorrly");
|
||||
}
|
||||
|
||||
Object("all_drive_2", "all_cap_rebelcruiser_destruct3")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-332.253113, 18.723236, 1313.237793);
|
||||
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|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser_destruct3");
|
||||
}
|
||||
|
||||
Object("all_drive_1", "all_cap_rebelcruiser_destruct4")
|
||||
{
|
||||
ChildRotation(1.000001, 0.000000, 0.000999, 0.000000);
|
||||
ChildPosition(-311.256104, -121.278748, 1343.237793);
|
||||
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|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser_destruct4");
|
||||
}
|
||||
|
||||
Object("all_drive_5", "all_cap_rebelcruiser_destruct1")
|
||||
{
|
||||
ChildRotation(1.000001, 0.000000, 0.000999, 0.000000);
|
||||
ChildPosition(-79.253113, 18.723236, 1311.237793);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser_destruct1");
|
||||
}
|
||||
|
||||
Object("all_drive_6", "all_cap_rebelcruiser_destruct2")
|
||||
{
|
||||
ChildRotation(1.000001, 0.000000, 0.000999, 0.000000);
|
||||
ChildPosition(-100.253113, -120.278748, 1350.237793);
|
||||
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|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser_destruct2");
|
||||
}
|
||||
|
||||
Object("all_drive_4", "all_cap_rebelcruiser_destruct5")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(74.747894, -13.277802, 728.229675);
|
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|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser_destruct5");
|
||||
}
|
||||
|
||||
Object("all_drive_3", "all_cap_rebelcruiser_destruct6")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-485.255127, -23.277771, 721.234680);
|
||||
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|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser_destruct6");
|
||||
}
|
||||
|
||||
Object("imp_cap_stardestroyer_shield0", "imp_cap_stardestroyer_shield")
|
||||
{
|
||||
ChildRotation(0.997762, 0.000000, 0.066891, 0.000000);
|
||||
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|
||||
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|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer_shield");
|
||||
}
|
||||
|
||||
Object("hallway", "all_cap_rebelcruiser_hallway")
|
||||
{
|
||||
ChildRotation(0.657349, 0.000000, 0.753590, 0.000000);
|
||||
ChildPosition(110.131897, -33.525787, -223.225128);
|
||||
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|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser_hallway");
|
||||
}
|
||||
|
||||
Object("all-v1", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.654369, 0.000000, 0.756178, 0.000000);
|
||||
ChildPosition(190.923889, -36.900726, -204.764709);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("all-cp1");
|
||||
SpawnCount("5");
|
||||
SpawnTime("5");
|
||||
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|
||||
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|
||||
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|
||||
ClassNeutral("");
|
||||
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|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("");
|
||||
ClassLocATK("");
|
||||
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|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("");
|
||||
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|
||||
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|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("all-v2", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.654369, 0.000000, 0.756178, 0.000000);
|
||||
ChildPosition(188.426880, -36.900726, -220.658752);
|
||||
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|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("all-cp1");
|
||||
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|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
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|
||||
ClassNeutral("");
|
||||
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|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("");
|
||||
ClassLocATK("");
|
||||
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|
||||
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|
||||
ClassCISDEF("");
|
||||
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|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
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|
||||
|
||||
Object("all-v3", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.653307, 0.000000, 0.757096, 0.000000);
|
||||
ChildPosition(185.588898, -36.900726, -238.815674);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("all-cp1");
|
||||
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|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("all_fly_awing");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("");
|
||||
ClassImpDEF("all_fly_awing");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("all-v4", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.653307, 0.000000, 0.757096, 0.000000);
|
||||
ChildPosition(182.197906, -36.900726, -257.969940);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("all-cp1");
|
||||
SpawnCount("1");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("all_fly_gunship_sc");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("");
|
||||
ClassImpDEF("all_fly_gunship_sc");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("all-cp1", "com_bldg_controlzone_CTF")
|
||||
{
|
||||
ChildRotation(1.000002, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(131.152893, -33.324738, -225.541382);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_controlzone");
|
||||
CaptureRegion("");
|
||||
ControlRegion("all-cp1con");
|
||||
SpawnPath("all-cp1spawn");
|
||||
TurretPath("");
|
||||
AllyPath("");
|
||||
AllyCount("65536");
|
||||
Radius("0.0");
|
||||
ValueBleed_Alliance("0");
|
||||
ValueBleed_CIS("0");
|
||||
ValueBleed_Empire("0");
|
||||
ValueBleed_Republic("0");
|
||||
ValueBleed_Neutral("0");
|
||||
ValueBleed_Locals("0");
|
||||
Value_ATK_Alliance("0");
|
||||
Value_ATK_CIS("0");
|
||||
Value_ATK_Empire("0");
|
||||
Value_ATK_Republic("0");
|
||||
Value_ATK_Locals("0");
|
||||
Value_DEF_Alliance("0");
|
||||
Value_DEF_CIS("0");
|
||||
Value_DEF_Empire("0");
|
||||
Value_DEF_Republic("0");
|
||||
Value_DEF_Locals("0");
|
||||
VO_All_AllCapture("all_off_com_report_captured_commandpost");
|
||||
VO_All_AllLost("all_off_com_report_lost_commandpost");
|
||||
VO_All_AllInDispute("");
|
||||
VO_All_AllSaved("");
|
||||
VO_All_AllInfo("");
|
||||
VO_All_ImpCapture("all_off_com_report_enemyCaptured_commandpost");
|
||||
VO_All_ImpLost("");
|
||||
VO_All_ImpInDispute("");
|
||||
VO_All_ImpSaved("");
|
||||
VO_All_ImpInfo("");
|
||||
VO_Imp_AllCapture("imp_off_com_report_enemyCaptured_commandpost");
|
||||
VO_Imp_AllLost("");
|
||||
VO_Imp_AllInDispute("");
|
||||
VO_Imp_AllSaved("");
|
||||
VO_Imp_AllInfo("");
|
||||
VO_Imp_ImpCapture("imp_off_com_report_captured_commandpost");
|
||||
VO_Imp_ImpLost("imp_off_com_report_lost_commandpost");
|
||||
VO_Imp_ImpInDispute("");
|
||||
VO_Imp_ImpSaved("");
|
||||
VO_Imp_ImpInfo("");
|
||||
VO_Rep_RepCapture("rep_off_com_report_captured_commandpost");
|
||||
VO_Rep_RepLost("rep_off_com_report_lost_commandpost");
|
||||
VO_Rep_RepInDispute("");
|
||||
VO_Rep_RepSaved("");
|
||||
VO_Rep_RepInfo("");
|
||||
VO_Rep_CISCapture("rep_off_com_report_enemyCaptured_commandpost");
|
||||
VO_Rep_CISLost("");
|
||||
VO_Rep_CISInDispute("");
|
||||
VO_Rep_CISSaved("");
|
||||
VO_Rep_CISInfo("");
|
||||
VO_CIS_RepCapture("cis_off_com_report_enemyCaptured_commandpost");
|
||||
VO_CIS_RepLost("");
|
||||
VO_CIS_RepInDispute("");
|
||||
VO_CIS_RepSaved("");
|
||||
VO_CIS_RepInfo("");
|
||||
VO_CIS_CISCapture("cis_off_com_report_captured_commandpost");
|
||||
VO_CIS_CISLost("cis_off_com_report_lost_commandpost");
|
||||
VO_CIS_CISInDispute("");
|
||||
VO_CIS_CISSaved("");
|
||||
VO_CIS_CISInfo("");
|
||||
SoldierBan("");
|
||||
HoverBan("");
|
||||
SmallBan("");
|
||||
MediumBan("");
|
||||
HugeBan("");
|
||||
FlyerBan("");
|
||||
AISpawnWeight("");
|
||||
HUDIndex("");
|
||||
HUDIndexDisplay("0");
|
||||
}
|
||||
|
||||
Object("ALL_Door01", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(0.657349, 0.000000, 0.753590, 0.000000);
|
||||
ChildPosition(129.667908, -33.300751, -214.386353);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("ALL_Door02", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(0.657349, 0.000000, 0.753590, 0.000000);
|
||||
ChildPosition(126.657898, -33.305756, -235.791321);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("ALL_turrchair2", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.911941, 0.000000, -0.410325, 0.000000);
|
||||
ChildPosition(111.139893, -33.478760, -227.887024);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("all_RT02");
|
||||
NextLinkedTerminal("ALL_turrchair3");
|
||||
PrevLinkedTerminal("ALL_turrchair1");
|
||||
}
|
||||
|
||||
Object("ALL_turrchair5", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.936104, 0.000000, 0.351728, 0.000000);
|
||||
ChildPosition(99.419891, -33.481750, -228.730042);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("all_RT05");
|
||||
NextLinkedTerminal("ALL_turrchair6");
|
||||
PrevLinkedTerminal("ALL_turrchair4");
|
||||
}
|
||||
|
||||
Object("ALL_turrchair1", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.847141, 0.000000, 0.531372, 0.000000);
|
||||
ChildPosition(97.301880, -33.532776, -225.959808);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("all_RT01");
|
||||
NextLinkedTerminal("ALL_turrchair2");
|
||||
PrevLinkedTerminal("ALL_turrchair6");
|
||||
}
|
||||
|
||||
Object("ALL_turrchair3", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(-0.410664, 0.000000, -0.911789, 0.000000);
|
||||
ChildPosition(98.570892, -33.510803, -217.078552);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("all_RT03");
|
||||
NextLinkedTerminal("ALL_turrchair4");
|
||||
PrevLinkedTerminal("ALL_turrchair2");
|
||||
}
|
||||
|
||||
Object("ALL_turrchair6", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.354545, 0.000000, -0.935041, 0.000000);
|
||||
ChildPosition(110.200897, -33.338806, -216.216766);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("all_RT06");
|
||||
NextLinkedTerminal("ALL_turrchair1");
|
||||
PrevLinkedTerminal("ALL_turrchair5");
|
||||
}
|
||||
|
||||
Object("ALL_turrchair4", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.534453, 0.000000, -0.845202, 0.000000);
|
||||
ChildPosition(112.327881, -33.278748, -218.997833);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("all_RT04");
|
||||
NextLinkedTerminal("ALL_turrchair5");
|
||||
PrevLinkedTerminal("ALL_turrchair3");
|
||||
}
|
||||
|
||||
Object("ALL_Door5", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(0.997560, 0.000000, 0.069843, 0.000000);
|
||||
ChildPosition(103.102905, -33.314789, -203.395386);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("ALL_Door4", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(0.657349, 0.000000, 0.753590, 0.000000);
|
||||
ChildPosition(87.126892, -33.304779, -219.889343);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("ALL_Door3", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(0.997628, 0.000000, 0.068859, 0.000000);
|
||||
ChildPosition(98.011902, -33.302765, -240.219391);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("tur_bldg_chaingun_roof1", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.707319, 0.000000, 0.706898, 0.000000);
|
||||
ChildPosition(95.854889, -30.016754, -209.346222);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("tur_bldg_chaingun_roof", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.707319, 0.000000, 0.706898, 0.000000);
|
||||
ChildPosition(92.975891, -30.100739, -229.687225);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("all-defense", "spa_prop_liquidgen")
|
||||
{
|
||||
ChildRotation(0.985832, 0.000000, -0.167748, 0.000000);
|
||||
ChildPosition(104.935883, -33.139740, -222.511322);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa_prop_liquidgen");
|
||||
}
|
||||
|
||||
Object("shieldfan_all", "cis_fedcruiser_commandroom_SG_prop")
|
||||
{
|
||||
ChildRotation(0.707319, 0.000000, 0.706898, 0.000000);
|
||||
ChildPosition(74.151886, -41.009766, -218.130371);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_commandroom_SG_prop");
|
||||
}
|
||||
|
||||
Object("all-shield", "cis_fedcruiser_commandroom_SG_blender")
|
||||
{
|
||||
ChildRotation(0.707319, 0.000000, 0.706898, 0.000000);
|
||||
ChildPosition(74.151886, -34.943787, -218.130371);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_commandroom_SG_blender");
|
||||
}
|
||||
|
||||
Object("all_cap_rebelcruiser_SG", "all_cap_rebelcruiser_SG")
|
||||
{
|
||||
ChildRotation(0.657349, 0.000000, 0.753590, 0.000000);
|
||||
ChildPosition(110.131897, -33.535736, -223.219910);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser_SG");
|
||||
}
|
||||
|
||||
Object("tur_bldg_chaingun_roof4", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.053141, 0.000000, -0.998590, 0.000000);
|
||||
ChildPosition(108.622894, -31.138733, -195.200409);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("all-engines", "spa_prop_engine_tank")
|
||||
{
|
||||
ChildRotation(0.657349, 0.000000, 0.753590, 0.000000);
|
||||
ChildPosition(107.483887, -33.498749, -171.597382);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa_prop_engine_tank");
|
||||
}
|
||||
|
||||
Object("tur_bldg_chaingun_roof3", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.000000, 0.000000, -1.000002, 0.000000);
|
||||
ChildPosition(101.414886, -31.138733, -172.077393);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("all_cap_rebelcruiser_engine", "all_cap_rebelcruiser_engine")
|
||||
{
|
||||
ChildRotation(0.657349, 0.000000, 0.753590, 0.000000);
|
||||
ChildPosition(110.131897, -33.535736, -223.224396);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser_engine");
|
||||
}
|
||||
|
||||
Object("all_cap_rebelcruiser_commandroom", "all_cap_rebelcruiser_commandroom")
|
||||
{
|
||||
ChildRotation(0.657349, 0.000000, 0.753590, 0.000000);
|
||||
ChildPosition(110.131897, -33.535767, -223.225830);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser_commandroom");
|
||||
}
|
||||
|
||||
Object("all-life-int", "spa_prop_console")
|
||||
{
|
||||
ChildRotation(0.657349, 0.000000, 0.753590, 0.000000);
|
||||
ChildPosition(110.131897, -33.498749, -223.225677);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa_prop_console");
|
||||
}
|
||||
|
||||
Object("all_cap_rebelcruiser_server", "all_cap_rebelcruiser_server")
|
||||
{
|
||||
ChildRotation(0.657349, 0.000000, 0.753590, 0.000000);
|
||||
ChildPosition(110.131897, -33.535736, -223.227661);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser_server");
|
||||
}
|
||||
|
||||
Object("all_cap_rebelcruiser_door", "all_cap_rebelcruiser_door")
|
||||
{
|
||||
ChildRotation(-0.087141, 0.000000, -0.996198, 0.000000);
|
||||
ChildPosition(-597.948364, -36.349731, -241.490204);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("all_cap_rebelcruiser_door");
|
||||
}
|
|
@ -0,0 +1,656 @@
|
|||
|
||||
Object("rep-life-ext", "rep_assultship_destruct_lifesupport")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(35.984344, -41.676559, -489.989746);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_destruct_lifesupport");
|
||||
}
|
||||
|
||||
Object("rep_ship_1", "rep_cap_assultship")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(34.771332, -23.949554, -78.006744);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_cap_assultship");
|
||||
}
|
||||
|
||||
Object("REP_gun02", "tur_bldg_spa_rep_beam")
|
||||
{
|
||||
ChildRotation(0.711000, 0.000000, -0.704000, 0.000000);
|
||||
ChildPosition(36.248322, 8.520447, -527.655762);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("REP_gun01", "tur_bldg_spa_rep_chaingun")
|
||||
{
|
||||
ChildRotation(0.710000, 0.000000, -0.705000, 0.000000);
|
||||
ChildPosition(36.248322, -0.593552, -648.999756);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("REP_gun03", "tur_bldg_spa_rep_beam")
|
||||
{
|
||||
ChildRotation(0.711000, 0.000000, -0.704000, 0.000000);
|
||||
ChildPosition(36.248322, 19.097443, -384.474731);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("REP_gun04", "tur_bldg_spa_rep_beam")
|
||||
{
|
||||
ChildRotation(0.712000, 0.000000, -0.703000, 0.000000);
|
||||
ChildPosition(36.248322, 30.725449, -202.809753);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("rep_turr_1", "rep_bldg_moncal_roundturret")
|
||||
{
|
||||
ChildRotation(0.710000, 0.000000, -0.705000, 0.000000);
|
||||
ChildPosition(33.642334, 36.303452, -121.771744);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("rep_ship_2", "rep_cap_assultship2")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(34.771332, -23.949554, -78.006744);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_cap_assultship2");
|
||||
}
|
||||
|
||||
Object("rep_turr_2", "rep_bldg_moncal_roundturret")
|
||||
{
|
||||
ChildRotation(0.709000, 0.000000, -0.706000, 0.000000);
|
||||
ChildPosition(-17.296661, 41.033447, -83.982742);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("rep_turr_3", "rep_bldg_moncal_roundturret")
|
||||
{
|
||||
ChildRotation(0.709000, 0.000000, -0.706000, 0.000000);
|
||||
ChildPosition(-18.897675, 45.847443, 2.168259);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("REP_gun05", "tur_bldg_spa_rep_chaingun")
|
||||
{
|
||||
ChildRotation(0.716000, 0.000000, -0.699000, 0.000000);
|
||||
ChildPosition(-79.793671, 18.553452, -23.599743);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("rep-comms", "rep_assultship_destruct_commarray")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(33.846344, 41.571442, -50.989742);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_destruct_commarray");
|
||||
}
|
||||
|
||||
Object("rep_turr_4", "rep_bldg_moncal_roundturret")
|
||||
{
|
||||
ChildRotation(0.709000, 0.000000, -0.706000, 0.000000);
|
||||
ChildPosition(-21.290680, 50.693451, 83.180260);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("REP_gun06", "tur_bldg_spa_rep_chaingun")
|
||||
{
|
||||
ChildRotation(0.714000, 0.000000, -0.701000, 0.000000);
|
||||
ChildPosition(-97.494659, 20.867447, 87.192253);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("rep_turr_5", "rep_bldg_moncal_roundturret")
|
||||
{
|
||||
ChildRotation(0.709000, 0.000000, -0.706000, 0.000000);
|
||||
ChildPosition(-24.214661, 55.990448, 165.512268);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("rep_turr_6", "rep_bldg_moncal_roundturret")
|
||||
{
|
||||
ChildRotation(0.708000, 0.000000, -0.707000, 0.000000);
|
||||
ChildPosition(-19.230652, 61.389435, 254.014252);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_bldg_boxturret");
|
||||
}
|
||||
|
||||
Object("rep_ship_3", "rep_cap_assultship3")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(34.771332, -23.949554, -78.006744);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_cap_assultship3");
|
||||
}
|
||||
|
||||
Object("rep_ship_4", "rep_cap_assultship4")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(34.771332, -23.949554, -78.006744);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_cap_assultship4");
|
||||
}
|
||||
|
||||
Object("rep_drive_1", "rep_assultship_destruct_engines")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(35.946320, -24.092560, -79.287743);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_destruct_engines");
|
||||
}
|
||||
|
||||
Object("rep-bridge", "rep_assultship_destruct_towers")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(34.846344, 153.511444, 180.010254);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_destruct_towers");
|
||||
}
|
||||
|
||||
Object("rep_assultship_destruct_sensorprop", "rep_assultship_destruct_sensorprop")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(33.383331, 114.294434, 249.993256);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_destruct_sensorprop");
|
||||
}
|
||||
|
||||
Object("rep-sensors", "rep_assultship_destruct_sensorrly")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(33.392334, 114.317444, 250.010254);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_destruct_sensorrly");
|
||||
}
|
||||
|
||||
Object("imp_cap_stardestroyer_shield", "imp_cap_stardestroyer_shield")
|
||||
{
|
||||
ChildRotation(0.994000, 0.000000, -0.109000, 0.000000);
|
||||
ChildPosition(-93.805664, -22.397552, 34.774254);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("imp_cap_stardestroyer_shield");
|
||||
}
|
||||
|
||||
Object("rep-v1", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.629000, 0.000000, -0.777000, 0.000000);
|
||||
ChildPosition(-89.231659, -23.393555, 72.518257);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("rep-cp1");
|
||||
SpawnCount("5");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("rep_fly_anakinstarfighter_sc");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("rep_fly_anakinstarfighter_sc");
|
||||
ClassImpDEF("");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("rep-v2", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.629000, 0.000000, -0.777000, 0.000000);
|
||||
ChildPosition(-82.231659, -23.393555, 48.518257);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("rep-cp1");
|
||||
SpawnCount("5");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("rep_fly_arc170fighter_sc");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("rep_fly_arc170fighter_sc");
|
||||
ClassImpDEF("");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("rep-v3", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.629000, 0.000000, -0.777000, 0.000000);
|
||||
ChildPosition(-76.231659, -23.393555, 25.518257);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("rep-cp1");
|
||||
SpawnCount("5");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("rep_fly_vwing");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("rep_fly_vwing");
|
||||
ClassImpDEF("");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("rep-v4", "com_item_vehicle_spawn")
|
||||
{
|
||||
ChildRotation(0.629000, 0.000000, -0.777000, 0.000000);
|
||||
ChildPosition(-71.227661, -23.393555, 1.518257);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("item_pointer");
|
||||
ControlZone("rep-cp1");
|
||||
SpawnCount("5");
|
||||
SpawnTime("5");
|
||||
ExpireTimeEnemy("20.0");
|
||||
ExpireTimeField("40.0");
|
||||
DecayTime("10.0");
|
||||
ClassNeutral("");
|
||||
ClassAllATK("");
|
||||
ClassCISATK("");
|
||||
ClassImpATK("");
|
||||
ClassRepATK("rep_fly_gunship_sc");
|
||||
ClassLocATK("");
|
||||
ClassHisATK("");
|
||||
ClassAllDEF("");
|
||||
ClassCISDEF("rep_fly_gunship_sc");
|
||||
ClassImpDEF("");
|
||||
ClassRepDEF("");
|
||||
ClassLocDEF("");
|
||||
ClassHisDEF("");
|
||||
ClassLocals("");
|
||||
}
|
||||
|
||||
Object("rep-cp1", "com_bldg_controlzone_CTF")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(-19.607666, -19.901550, 50.990257);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_controlzone");
|
||||
CaptureRegion("");
|
||||
ControlRegion("rep-cp1con");
|
||||
SpawnPath("rep-cp1spawn");
|
||||
TurretPath("");
|
||||
AllyPath("");
|
||||
AllyCount("65536");
|
||||
Radius("0.0");
|
||||
ValueBleed_Alliance("0");
|
||||
ValueBleed_CIS("0");
|
||||
ValueBleed_Empire("0");
|
||||
ValueBleed_Republic("0");
|
||||
ValueBleed_Neutral("0");
|
||||
ValueBleed_Locals("0");
|
||||
Value_ATK_Alliance("0");
|
||||
Value_ATK_CIS("0");
|
||||
Value_ATK_Empire("0");
|
||||
Value_ATK_Republic("0");
|
||||
Value_ATK_Locals("0");
|
||||
Value_DEF_Alliance("0");
|
||||
Value_DEF_CIS("0");
|
||||
Value_DEF_Empire("0");
|
||||
Value_DEF_Republic("0");
|
||||
Value_DEF_Locals("0");
|
||||
VO_All_AllCapture("all_off_com_report_captured_commandpost");
|
||||
VO_All_AllLost("all_off_com_report_lost_commandpost");
|
||||
VO_All_AllInDispute("");
|
||||
VO_All_AllSaved("");
|
||||
VO_All_AllInfo("");
|
||||
VO_All_ImpCapture("all_off_com_report_enemyCaptured_commandpost");
|
||||
VO_All_ImpLost("");
|
||||
VO_All_ImpInDispute("");
|
||||
VO_All_ImpSaved("");
|
||||
VO_All_ImpInfo("");
|
||||
VO_Imp_AllCapture("imp_off_com_report_enemyCaptured_commandpost");
|
||||
VO_Imp_AllLost("");
|
||||
VO_Imp_AllInDispute("");
|
||||
VO_Imp_AllSaved("");
|
||||
VO_Imp_AllInfo("");
|
||||
VO_Imp_ImpCapture("imp_off_com_report_captured_commandpost");
|
||||
VO_Imp_ImpLost("imp_off_com_report_lost_commandpost");
|
||||
VO_Imp_ImpInDispute("");
|
||||
VO_Imp_ImpSaved("");
|
||||
VO_Imp_ImpInfo("");
|
||||
VO_Rep_RepCapture("rep_off_com_report_captured_commandpost");
|
||||
VO_Rep_RepLost("rep_off_com_report_lost_commandpost");
|
||||
VO_Rep_RepInDispute("");
|
||||
VO_Rep_RepSaved("");
|
||||
VO_Rep_RepInfo("");
|
||||
VO_Rep_CISCapture("rep_off_com_report_enemyCaptured_commandpost");
|
||||
VO_Rep_CISLost("");
|
||||
VO_Rep_CISInDispute("");
|
||||
VO_Rep_CISSaved("");
|
||||
VO_Rep_CISInfo("");
|
||||
VO_CIS_RepCapture("cis_off_com_report_enemyCaptured_commandpost");
|
||||
VO_CIS_RepLost("");
|
||||
VO_CIS_RepInDispute("");
|
||||
VO_CIS_RepSaved("");
|
||||
VO_CIS_RepInfo("");
|
||||
VO_CIS_CISCapture("cis_off_com_report_captured_commandpost");
|
||||
VO_CIS_CISLost("cis_off_com_report_lost_commandpost");
|
||||
VO_CIS_CISInDispute("");
|
||||
VO_CIS_CISSaved("");
|
||||
VO_CIS_CISInfo("");
|
||||
SoldierBan("");
|
||||
HoverBan("");
|
||||
SmallBan("");
|
||||
MediumBan("");
|
||||
HugeBan("");
|
||||
FlyerBan("");
|
||||
AISpawnWeight("");
|
||||
HUDIndex("");
|
||||
HUDIndexDisplay("0");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_door51", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(0.784000, 0.000000, 0.621000, 0.000000);
|
||||
ChildPosition(-12.953674, -19.884552, 41.861259);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_door52", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(0.782000, 0.000000, 0.624000, 0.000000);
|
||||
ChildPosition(-17.771667, -19.877548, 62.928261);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("rep_turrchair5", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.995000, 0.000000, -0.099000, 0.000000);
|
||||
ChildPosition(9.567322, -20.081558, 49.053261);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("REP_gun05");
|
||||
NextLinkedTerminal("rep_turrchair6");
|
||||
PrevLinkedTerminal("rep_turrchair4");
|
||||
}
|
||||
|
||||
Object("rep_turrchair1", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.915000, 0.000000, 0.403000, 0.000000);
|
||||
ChildPosition(0.862335, -20.081558, 52.638252);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("REP_gun01");
|
||||
NextLinkedTerminal("rep_turrchair2");
|
||||
PrevLinkedTerminal("rep_turrchair6");
|
||||
}
|
||||
|
||||
Object("rep_turrchair3", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.554000, 0.000000, 0.833000, 0.000000);
|
||||
ChildPosition(-1.276672, -20.081558, 61.780251);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("REP_gun03");
|
||||
NextLinkedTerminal("rep_turrchair4");
|
||||
PrevLinkedTerminal("rep_turrchair2");
|
||||
}
|
||||
|
||||
Object("rep_turrchair6", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(-0.115000, 0.000000, -0.993000, 0.000000);
|
||||
ChildPosition(5.419342, -20.140549, 67.907265);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("REP_gun06");
|
||||
NextLinkedTerminal("rep_turrchair1");
|
||||
PrevLinkedTerminal("rep_turrchair5");
|
||||
}
|
||||
|
||||
Object("rep_turrchair4", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.353000, 0.000000, -0.936000, 0.000000);
|
||||
ChildPosition(14.185333, -20.081558, 66.029259);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("REP_gun04");
|
||||
NextLinkedTerminal("rep_turrchair5");
|
||||
PrevLinkedTerminal("rep_turrchair3");
|
||||
}
|
||||
|
||||
Object("rep_turrchair2", "spa_veh_turret_chair")
|
||||
{
|
||||
ChildRotation(0.827000, 0.000000, -0.562000, 0.000000);
|
||||
ChildPosition(16.624329, -20.081558, 55.397255);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("shared_turret_chair");
|
||||
RemoteGameObject("REP_gun02");
|
||||
NextLinkedTerminal("rep_turrchair3");
|
||||
PrevLinkedTerminal("rep_turrchair1");
|
||||
}
|
||||
|
||||
Object("Rep_eng_door", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(0.994000, 0.000000, -0.110000, 0.000000);
|
||||
ChildPosition(15.635345, -19.814560, 41.060257);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("Rep_shi_door", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(0.784000, 0.000000, 0.621000, 0.000000);
|
||||
ChildPosition(24.779327, -19.820557, 62.095253);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("Rep_lif_door", "cis_fedcruiser_door1")
|
||||
{
|
||||
ChildRotation(0.994000, 0.000000, -0.112000, 0.000000);
|
||||
ChildPosition(7.347321, -19.845551, 77.221260);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_door1");
|
||||
}
|
||||
|
||||
Object("REP_roofgun1", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.682000, 0.000000, -0.732000, 0.000000);
|
||||
ChildPosition(20.009338, -16.488556, 49.244255);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("REP_roofgun2", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.596000, 0.000000, -0.803000, 0.000000);
|
||||
ChildPosition(15.025330, -16.529556, 72.907265);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("rep-defense", "spa_prop_liquidgen")
|
||||
{
|
||||
ChildRotation(1.000000, 0.000000, 0.000000, 0.000000);
|
||||
ChildPosition(7.359344, -19.671555, 58.275261);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa_prop_liquidgen");
|
||||
}
|
||||
|
||||
Object("REP_roofgun3", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(-0.102000, 0.000000, -0.995000, 0.000000);
|
||||
ChildPosition(4.109344, -15.419556, 94.455254);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("rep-life-int", "spa_prop_console")
|
||||
{
|
||||
ChildRotation(0.624000, 0.001000, -0.782000, 0.001000);
|
||||
ChildPosition(2.800323, -20.087555, 57.025261);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa_prop_console");
|
||||
}
|
||||
|
||||
Object("rep_server", "rep_assultship_commandroom_server")
|
||||
{
|
||||
ChildRotation(0.624000, 0.001000, -0.782000, 0.001000);
|
||||
ChildPosition(2.090332, -20.093552, 57.016258);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_commandroom_server");
|
||||
}
|
||||
|
||||
Object("rep_assultship_commandroom_SG1", "rep_assultship_commandroom_SG1")
|
||||
{
|
||||
ChildRotation(0.624000, 0.001000, -0.782000, 0.001000);
|
||||
ChildPosition(2.082336, -20.093552, 57.016258);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_commandroom_SG1");
|
||||
}
|
||||
|
||||
Object("cis_fedcruiser_commandroom_SG_prop0", "cis_fedcruiser_commandroom_SG_prop")
|
||||
{
|
||||
ChildRotation(0.640000, 0.001000, -0.769000, 0.001000);
|
||||
ChildPosition(37.518341, -27.982559, 64.994255);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_commandroom_SG_prop");
|
||||
}
|
||||
|
||||
Object("rep-shield", "cis_fedcruiser_commandroom_SG_blender")
|
||||
{
|
||||
ChildRotation(0.641000, 0.001000, -0.768000, 0.001000);
|
||||
ChildPosition(37.518341, -21.863556, 64.994255);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("cis_fedcruiser_commandroom_SG_blender");
|
||||
}
|
||||
|
||||
Object("rep-engines", "spa_prop_engine_tank")
|
||||
{
|
||||
ChildRotation(0.629000, 0.001000, -0.778000, 0.001000);
|
||||
ChildPosition(22.675323, -19.930557, 9.173256);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("spa_prop_engine_tank");
|
||||
}
|
||||
|
||||
Object("rep_engine", "rep_assultship_commandroom_engine")
|
||||
{
|
||||
ChildRotation(0.624000, 0.001000, -0.782000, 0.001000);
|
||||
ChildPosition(2.092346, -20.093552, 57.016258);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_commandroom_engine");
|
||||
}
|
||||
|
||||
Object("REP_roofgun5", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.982000, 0.000000, 0.189000, 0.000000);
|
||||
ChildPosition(11.216339, -16.405548, 25.855255);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("REP_roofgun4", "tur_bldg_chaingun_roof")
|
||||
{
|
||||
ChildRotation(0.942000, 0.000000, -0.335000, 0.000000);
|
||||
ChildPosition(26.797333, -16.406555, 17.026260);
|
||||
Team(1);
|
||||
NetworkId(-1);
|
||||
GeometryFile("com_bldg_chaingun_roof");
|
||||
}
|
||||
|
||||
Object("rep_command", "rep_assultship_commandroom")
|
||||
{
|
||||
ChildRotation(0.624000, 0.001000, -0.782000, 0.001000);
|
||||
ChildPosition(2.090332, -20.093552, 57.016258);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_commandroom");
|
||||
}
|
||||
|
||||
Object("rep_assultship_hallway", "rep_assultship_hallway")
|
||||
{
|
||||
ChildRotation(0.625000, 0.000000, -0.781000, 0.000000);
|
||||
ChildPosition(-70.365662, -23.734558, 39.683258);
|
||||
Team(0);
|
||||
NetworkId(-1);
|
||||
GeometryFile("rep_assultship_hallway");
|
||||
}
|
|
@ -0,0 +1,229 @@
|
|||
<terragen_clip>
|
||||
<camera
|
||||
name = "Down"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "680 40 0"
|
||||
gui_group = "Cameras"
|
||||
position = "0 0 0"
|
||||
rotation = "-90 -90 0"
|
||||
light_exposure = "1"
|
||||
perspective = "1"
|
||||
use_horizontal_fov = "1"
|
||||
horizontal_fov = "90"
|
||||
use_vertical_fov = "0"
|
||||
vertical_fov = "67.38013505"
|
||||
focal_length_in_mm = "18"
|
||||
film_aperture_in_mm = "36 24"
|
||||
orthographic = "0"
|
||||
use_ortho_width = "1"
|
||||
ortho_width = "1000"
|
||||
use_ortho_height = "0"
|
||||
ortho_height = "1000"
|
||||
motion_blur_length = "0.5"
|
||||
shutter_offset = "0"
|
||||
subject_distance = "100"
|
||||
aperture_diameter_in_mm = "5"
|
||||
import_position = "1"
|
||||
import_rotation = "1"
|
||||
import_Z_up = "0"
|
||||
import_vertical_FOV = "1"
|
||||
import_focal_length = "0"
|
||||
import_focal_length_to_FOV = "0"
|
||||
do_not_import_FOV = "0"
|
||||
import_offset = "0 0 0"
|
||||
import_scale = "1"
|
||||
import_filename = ""
|
||||
>
|
||||
</camera>
|
||||
<camera
|
||||
name = "Back"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "680 220 0"
|
||||
gui_group = "Cameras"
|
||||
position = "0 0 0"
|
||||
rotation = "0 -180 0"
|
||||
light_exposure = "1"
|
||||
perspective = "1"
|
||||
use_horizontal_fov = "1"
|
||||
horizontal_fov = "90"
|
||||
use_vertical_fov = "0"
|
||||
vertical_fov = "67.38013505"
|
||||
focal_length_in_mm = "18"
|
||||
film_aperture_in_mm = "36 24"
|
||||
orthographic = "0"
|
||||
use_ortho_width = "1"
|
||||
ortho_width = "1000"
|
||||
use_ortho_height = "0"
|
||||
ortho_height = "1000"
|
||||
motion_blur_length = "0.5"
|
||||
shutter_offset = "0"
|
||||
subject_distance = "100"
|
||||
aperture_diameter_in_mm = "5"
|
||||
import_position = "1"
|
||||
import_rotation = "1"
|
||||
import_Z_up = "0"
|
||||
import_vertical_FOV = "1"
|
||||
import_focal_length = "0"
|
||||
import_focal_length_to_FOV = "0"
|
||||
do_not_import_FOV = "0"
|
||||
import_offset = "0 0 0"
|
||||
import_scale = "1"
|
||||
import_filename = ""
|
||||
>
|
||||
</camera>
|
||||
<camera
|
||||
name = "Top"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "680 100 0"
|
||||
gui_group = "Cameras"
|
||||
position = "0 0 0"
|
||||
rotation = "90 -90 0"
|
||||
light_exposure = "1"
|
||||
perspective = "1"
|
||||
use_horizontal_fov = "1"
|
||||
horizontal_fov = "90"
|
||||
use_vertical_fov = "0"
|
||||
vertical_fov = "67.38013505"
|
||||
focal_length_in_mm = "18"
|
||||
film_aperture_in_mm = "36 24"
|
||||
orthographic = "0"
|
||||
use_ortho_width = "1"
|
||||
ortho_width = "1000"
|
||||
use_ortho_height = "0"
|
||||
ortho_height = "1000"
|
||||
motion_blur_length = "0.5"
|
||||
shutter_offset = "0"
|
||||
subject_distance = "100"
|
||||
aperture_diameter_in_mm = "5"
|
||||
import_position = "1"
|
||||
import_rotation = "1"
|
||||
import_Z_up = "0"
|
||||
import_vertical_FOV = "1"
|
||||
import_focal_length = "0"
|
||||
import_focal_length_to_FOV = "0"
|
||||
do_not_import_FOV = "0"
|
||||
import_offset = "0 0 0"
|
||||
import_scale = "1"
|
||||
import_filename = ""
|
||||
>
|
||||
</camera>
|
||||
<camera
|
||||
name = "Left"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "680 160 0"
|
||||
gui_group = "Cameras"
|
||||
position = "0 0 0"
|
||||
rotation = "0 -270 0"
|
||||
light_exposure = "1"
|
||||
perspective = "1"
|
||||
use_horizontal_fov = "1"
|
||||
horizontal_fov = "90"
|
||||
use_vertical_fov = "0"
|
||||
vertical_fov = "67.38013505"
|
||||
focal_length_in_mm = "18"
|
||||
film_aperture_in_mm = "36 24"
|
||||
orthographic = "0"
|
||||
use_ortho_width = "1"
|
||||
ortho_width = "1000"
|
||||
use_ortho_height = "0"
|
||||
ortho_height = "1000"
|
||||
motion_blur_length = "0.5"
|
||||
shutter_offset = "0"
|
||||
subject_distance = "100"
|
||||
aperture_diameter_in_mm = "5"
|
||||
import_position = "1"
|
||||
import_rotation = "1"
|
||||
import_Z_up = "0"
|
||||
import_vertical_FOV = "1"
|
||||
import_focal_length = "0"
|
||||
import_focal_length_to_FOV = "0"
|
||||
do_not_import_FOV = "0"
|
||||
import_offset = "0 0 0"
|
||||
import_scale = "1"
|
||||
import_filename = ""
|
||||
>
|
||||
</camera>
|
||||
<group
|
||||
name = "Cameras"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "680 110 0"
|
||||
gui_group = ""
|
||||
gui_node_size = "240 740 1"
|
||||
gui_node_colour = "0.3021000028 0.2673999965 0.4647000134"
|
||||
special_group = "7"
|
||||
global_bookmark = "1"
|
||||
>
|
||||
</group>
|
||||
<camera
|
||||
name = "Front"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "680 340 0"
|
||||
gui_group = "Cameras"
|
||||
position = "0 0 0"
|
||||
rotation = "0 0 0"
|
||||
light_exposure = "1"
|
||||
perspective = "1"
|
||||
use_horizontal_fov = "1"
|
||||
horizontal_fov = "90"
|
||||
use_vertical_fov = "0"
|
||||
vertical_fov = "67.38013505"
|
||||
focal_length_in_mm = "18"
|
||||
film_aperture_in_mm = "36 24"
|
||||
orthographic = "0"
|
||||
use_ortho_width = "1"
|
||||
ortho_width = "1000"
|
||||
use_ortho_height = "0"
|
||||
ortho_height = "1000"
|
||||
motion_blur_length = "0.5"
|
||||
shutter_offset = "0"
|
||||
subject_distance = "100"
|
||||
aperture_diameter_in_mm = "5"
|
||||
import_position = "1"
|
||||
import_rotation = "1"
|
||||
import_Z_up = "0"
|
||||
import_vertical_FOV = "1"
|
||||
import_focal_length = "0"
|
||||
import_focal_length_to_FOV = "0"
|
||||
do_not_import_FOV = "0"
|
||||
import_offset = "0 0 0"
|
||||
import_scale = "1"
|
||||
import_filename = ""
|
||||
>
|
||||
</camera>
|
||||
<camera
|
||||
name = "Right"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "680 280 0"
|
||||
gui_group = "Cameras"
|
||||
position = "0 0 0"
|
||||
rotation = "0 -90 0"
|
||||
light_exposure = "1"
|
||||
perspective = "1"
|
||||
use_horizontal_fov = "1"
|
||||
horizontal_fov = "90"
|
||||
use_vertical_fov = "0"
|
||||
vertical_fov = "67.38013505"
|
||||
focal_length_in_mm = "18"
|
||||
film_aperture_in_mm = "36 24"
|
||||
orthographic = "0"
|
||||
use_ortho_width = "1"
|
||||
ortho_width = "1000"
|
||||
use_ortho_height = "0"
|
||||
ortho_height = "1000"
|
||||
motion_blur_length = "0.5"
|
||||
shutter_offset = "0"
|
||||
subject_distance = "100"
|
||||
aperture_diameter_in_mm = "5"
|
||||
import_position = "1"
|
||||
import_rotation = "1"
|
||||
import_Z_up = "0"
|
||||
import_vertical_FOV = "1"
|
||||
import_focal_length = "0"
|
||||
import_focal_length_to_FOV = "0"
|
||||
do_not_import_FOV = "0"
|
||||
import_offset = "0 0 0"
|
||||
import_scale = "1"
|
||||
import_filename = ""
|
||||
>
|
||||
</camera>
|
||||
</terragen_clip>
|
|
@ -0,0 +1,200 @@
|
|||
<terragen_clip>
|
||||
<group
|
||||
name = "Renderers"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "1013 -100 0"
|
||||
gui_group = ""
|
||||
gui_node_size = "266.0336416 320 1"
|
||||
gui_node_colour = "0.7372000217 0.3440000117 0.2119999975"
|
||||
special_group = "8"
|
||||
global_bookmark = "1"
|
||||
>
|
||||
</group>
|
||||
<render
|
||||
name = "Quick Render"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "1000 -200 0"
|
||||
gui_group = "Renderers"
|
||||
master = "0"
|
||||
image_width = "320"
|
||||
lock_aspect_ratio = "0"
|
||||
image_height = "240"
|
||||
image_aspect_ratio = "1.33333"
|
||||
pixel_aspect_ratio = "1"
|
||||
camera = ""
|
||||
surfaces_visible = "1"
|
||||
atmosphere_visible = "1"
|
||||
do_shadows = "1"
|
||||
detail = "0.25"
|
||||
anti-aliasing = "2"
|
||||
ray_trace_objects = "1"
|
||||
ray_trace_atmosphere = "0"
|
||||
GI_relative_detail = "2"
|
||||
GI_sample_quality = "2"
|
||||
GI_blur_radius = "8"
|
||||
supersample_prepass = "0"
|
||||
GI_surface_details = "0"
|
||||
do_crop_region = "0"
|
||||
crop_left = "0"
|
||||
crop_right = "1"
|
||||
crop_bottom = "0"
|
||||
crop_top = "1"
|
||||
crop_to_object = "0"
|
||||
crop_object_name = ""
|
||||
pixel_filter = "2"
|
||||
anti-aliasing_bloom = "0"
|
||||
detail_blending = "0"
|
||||
displacement_filter = "1"
|
||||
microvertex_jittering = "1"
|
||||
detail_jittering = "1"
|
||||
lock_subdiv_to_frame = "0"
|
||||
lock_to_frame_number = "1"
|
||||
do_reverse_primary_rays = "0"
|
||||
reverse_primary_rays_multiplier = "1"
|
||||
fix_holes = "1"
|
||||
do_ray_traced_shadows = "1"
|
||||
ray_trace_everything = "0"
|
||||
soft_clip_effect = "1"
|
||||
soft_clip_softness = "1"
|
||||
compensate_soft_clip = "1"
|
||||
contrast = "1"
|
||||
contrast_adjust = "0.25"
|
||||
gamma_correction = "2.2"
|
||||
minimum_threads = "1"
|
||||
maximum_threads = "64"
|
||||
size_of_subdiv_cache_in_Mb = "1200"
|
||||
preallocate_subdiv_cache = "0"
|
||||
ray_detail_region = "1"
|
||||
ray_detail_region_padding = "0"
|
||||
GI_prepass_padding = "0"
|
||||
output_image_filename = "C:\Users\Stuart\Documents\temp.%04d.bmp"
|
||||
extra_output_images = "0"
|
||||
extra_output_image_filename = "C:\Users\Stuart\Documents\temp.IMAGETYPE.%04d.bmp"
|
||||
micro_exporter = "0"
|
||||
micro_exporter_name = ""
|
||||
sequence_first = "1"
|
||||
sequence_last = "100"
|
||||
sequence_step = "1"
|
||||
>
|
||||
</render>
|
||||
<render
|
||||
name = "Full Render"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "1000 -140 0"
|
||||
gui_group = "Renderers"
|
||||
master = "1"
|
||||
image_width = "512"
|
||||
lock_aspect_ratio = "0"
|
||||
image_height = "512"
|
||||
image_aspect_ratio = "1"
|
||||
pixel_aspect_ratio = "1"
|
||||
camera = "Left"
|
||||
surfaces_visible = "1"
|
||||
atmosphere_visible = "1"
|
||||
do_shadows = "1"
|
||||
detail = "1"
|
||||
anti-aliasing = "3"
|
||||
ray_trace_objects = "0"
|
||||
ray_trace_atmosphere = "0"
|
||||
GI_relative_detail = "1"
|
||||
GI_sample_quality = "1"
|
||||
GI_blur_radius = "1"
|
||||
supersample_prepass = "0"
|
||||
GI_surface_details = "0"
|
||||
do_crop_region = "0"
|
||||
crop_left = "0"
|
||||
crop_right = "1"
|
||||
crop_bottom = "0"
|
||||
crop_top = "1"
|
||||
crop_to_object = "0"
|
||||
crop_object_name = ""
|
||||
pixel_filter = "2"
|
||||
anti-aliasing_bloom = "0"
|
||||
detail_blending = "1"
|
||||
displacement_filter = "1"
|
||||
microvertex_jittering = "1"
|
||||
detail_jittering = "1"
|
||||
lock_subdiv_to_frame = "0"
|
||||
lock_to_frame_number = "1"
|
||||
do_reverse_primary_rays = "0"
|
||||
reverse_primary_rays_multiplier = "1"
|
||||
fix_holes = "1"
|
||||
do_ray_traced_shadows = "1"
|
||||
ray_trace_everything = "0"
|
||||
soft_clip_effect = "0"
|
||||
soft_clip_softness = "1"
|
||||
compensate_soft_clip = "0"
|
||||
contrast = "1"
|
||||
contrast_adjust = "0.25"
|
||||
gamma_correction = "2.2"
|
||||
minimum_threads = "1"
|
||||
maximum_threads = "64"
|
||||
size_of_subdiv_cache_in_Mb = "1200"
|
||||
preallocate_subdiv_cache = "0"
|
||||
ray_detail_region = "0"
|
||||
ray_detail_region_padding = "0"
|
||||
GI_prepass_padding = "0"
|
||||
output_image_filename = "C:\Users\Stuart\Documents\temp.%04d.bmp"
|
||||
extra_output_images = "0"
|
||||
extra_output_image_filename = "C:\Users\Stuart\Documents\temp.IMAGETYPE.%04d.bmp"
|
||||
micro_exporter = "0"
|
||||
micro_exporter_name = ""
|
||||
sequence_first = "1"
|
||||
sequence_last = "100"
|
||||
sequence_step = "1"
|
||||
>
|
||||
<render_bucket_controls
|
||||
name = "Render bucket controls 01"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "1200 100 0"
|
||||
gui_group = ""
|
||||
max_bucket_size = "256 256"
|
||||
allow_auto_reduction = "1"
|
||||
>
|
||||
</render_bucket_controls>
|
||||
<render_GI_settings
|
||||
name = "Render GI settings 01"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "1200 40 0"
|
||||
gui_group = ""
|
||||
GI_relative_detail = "1"
|
||||
GI_sample_quality = "1"
|
||||
GI_blur_radius = "1"
|
||||
supersample_prepass = "0"
|
||||
no_GI_cache_file = "1"
|
||||
write_to_GI_cache_file = "0"
|
||||
GI_cache_filename_to_write = "C:\Users\Stuart\Documents\gicache_%04d.gic"
|
||||
read_from_GI_cache_file = "0"
|
||||
GI_cache_filename_to_read = ""
|
||||
GI_cache_blend_mode = "3"
|
||||
GI_cache_blend_range = "5"
|
||||
GI_prepass_padding = "0"
|
||||
GI_surface_details = "0"
|
||||
>
|
||||
</render_GI_settings>
|
||||
<render_pixel_sampler
|
||||
name = "Render pixel sampler 01"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "1200 -20 0"
|
||||
gui_group = ""
|
||||
anti-aliasing = "3"
|
||||
customise_sampling = "0"
|
||||
first_sampling_level = "2"
|
||||
pixel_noise_threshold = "0.1"
|
||||
>
|
||||
</render_pixel_sampler>
|
||||
<render_subdiv_settings
|
||||
name = "Render subdiv settings 01"
|
||||
gui_use_node_pos = "1"
|
||||
gui_node_pos = "1200 -80 0"
|
||||
gui_group = ""
|
||||
fully_adaptive = "1"
|
||||
force_all_edges = "0"
|
||||
jitter_shading_points = "1"
|
||||
ray_detail_multiplier = "0.25"
|
||||
stabilise_ray_detail_in_motion = "0"
|
||||
ray_detail_stabilisation = "3"
|
||||
>
|
||||
</render_subdiv_settings>
|
||||
</render>
|
||||
</terragen_clip>
|
After Width: | Height: | Size: 512 KiB |
|
@ -0,0 +1,5 @@
|
|||
DomeModel()
|
||||
{
|
||||
Geometry("sky_clouds_moving");
|
||||
rotationspeed(0.004, 0,1.0,0);
|
||||
}
|
After Width: | Height: | Size: 256 KiB |
|
@ -0,0 +1,4 @@
|
|||
DomeModel()
|
||||
{
|
||||
Geometry("zamzar_sky_Death_Star");
|
||||
}
|
After Width: | Height: | Size: 1.0 MiB |
|
@ -0,0 +1,17 @@
|
|||
exture("pol1_sky.tga");
|
||||
Angle(-90.000000);
|
||||
Ambient(255.000000, 255.000000, 255.000000);
|
||||
Softness(1);
|
||||
SoftnessParam(60);
|
||||
|
||||
|
||||
DomeModel()
|
||||
{
|
||||
Geometry("pol1_skydome");
|
||||
rotationspeed (0.001,0.0,1.0,0.0)
|
||||
}
|
||||
DomeModel()
|
||||
{
|
||||
Geometry("pol1_sky_roids");
|
||||
|
||||
}
|
After Width: | Height: | Size: 768 KiB |
After Width: | Height: | Size: 1.0 MiB |
|
@ -0,0 +1,6 @@
|
|||
DomeModel()
|
||||
{
|
||||
Geometry("sky_Lense_Flare");
|
||||
Offset(0.0);
|
||||
MovementScale(0.995);
|
||||
}
|
After Width: | Height: | Size: 1.0 MiB |
|
@ -0,0 +1,79 @@
|
|||
//Big rep flyer
|
||||
SkyObject()
|
||||
{
|
||||
Geometry("rep_fly_assault_DOME");
|
||||
NumObjects(2);
|
||||
Height(200, 300);
|
||||
VelocityZ(20, 50);
|
||||
Distance(1500);
|
||||
InDirectionFactor(2);
|
||||
}
|
||||
|
||||
//Big imp flyer
|
||||
SkyObject()
|
||||
{
|
||||
Geometry("imp_stardest_DOME");
|
||||
NumObjects(2);
|
||||
Height(200, 300);
|
||||
VelocityZ(20, 50);
|
||||
Distance(1500);
|
||||
InDirectionFactor(2);
|
||||
}
|
||||
|
||||
//Big reb flyer
|
||||
SkyObject()
|
||||
{
|
||||
Geometry("reb_mon_cal_DOME");
|
||||
NumObjects(2);
|
||||
Height(200, 300);
|
||||
VelocityZ(20, 50);
|
||||
Distance(1500);
|
||||
InDirectionFactor(2);
|
||||
}
|
||||
|
||||
//Mid reb flyer
|
||||
SkyObject()
|
||||
{
|
||||
Geometry("reb_medfrig_DOME");
|
||||
NumObjects(2);
|
||||
Height(200, 300);
|
||||
VelocityZ(20, 50);
|
||||
Distance(1500);
|
||||
InDirectionFactor(2);
|
||||
}
|
||||
|
||||
//Rep fighters
|
||||
SkyObject()
|
||||
{
|
||||
Geometry("rep_fly_gunship_DOME");
|
||||
NumObjects(20);
|
||||
Height(80, 140);
|
||||
VelocityZ(80, 120);
|
||||
VelocityY(-10, 10);
|
||||
Distance(600);
|
||||
InDirectionFactor(0.5);
|
||||
}
|
||||
|
||||
//CIS fighters
|
||||
SkyObject()
|
||||
{
|
||||
Geometry("cis_fly_droidfighter_DOME");
|
||||
NumObjects(20);
|
||||
Height(80, 140);
|
||||
VelocityZ(80, 100);
|
||||
VelocityY(-10, 10);
|
||||
Distance(300);
|
||||
InDirectionFactor(0.5);
|
||||
}
|
||||
|
||||
//CIS rockets
|
||||
SkyObject()
|
||||
{
|
||||
Geometry("cis_fly_techounion_DOME");
|
||||
NumObjects(8);
|
||||
Height(0, 0);
|
||||
VelocityY(10, 12);
|
||||
Acceleration(0.0, 2.0, 0.0);
|
||||
Distance(1000);
|
||||
LifeTime(80.0);
|
||||
}
|
After Width: | Height: | Size: 256 KiB |
After Width: | Height: | Size: 211 B |
After Width: | Height: | Size: 3.0 KiB |
After Width: | Height: | Size: 48 KiB |
After Width: | Height: | Size: 3.0 KiB |
After Width: | Height: | Size: 256 KiB |
After Width: | Height: | Size: 256 KiB |
After Width: | Height: | Size: 256 KiB |
|
@ -0,0 +1,6 @@
|
|||
DomeModel()
|
||||
{
|
||||
Geometry("sky_dome_rim");
|
||||
Offset(0.0);
|
||||
MovementScale(0.995);
|
||||
}
|
After Width: | Height: | Size: 256 KiB |
|
@ -0,0 +1,22 @@
|
|||
DomeModel()
|
||||
{
|
||||
Geometry("sky_explosions");
|
||||
rotationspeed(0.003, 0,1.0,0);
|
||||
Effect("spa_sfx_skydomeexplosions", "hp_sky_1", 1.0);
|
||||
|
||||
|
||||
Effect("spa_sfx_skydomeexplosions", "hp_sky_4", 1.0);
|
||||
Effect("spa_sfx_skydomeexplosions", "hp_sky_5", 1.0);
|
||||
|
||||
Effect("spa_sfx_skydomeexplosions", "hp_sky_7", 1.0);
|
||||
Effect("spa_sfx_skydomeexplosions", "hp_sky_8", 1.0);
|
||||
Effect("spa_sfx_skydomeexplosions", "hp_sky_9", 1.0);
|
||||
Effect("spa_sfx_skydomeexplosions", "hp_sky_10", 1.0);
|
||||
Effect("spa_sfx_skydomeexplosions", "hp_sky_11", 1.0);
|
||||
Effect("spa_sfx_skydomeexplosions", "hp_sky_12", 1.0);
|
||||
|
||||
Effect("spa_sfx_skydomeexplosions", "hp_sky_14", 1.0);
|
||||
Effect("spa_sfx_skydomeexplosions", "hp_sky_15", 1.0);
|
||||
|
||||
|
||||
}
|
After Width: | Height: | Size: 64 KiB |
|
@ -0,0 +1,145 @@
|
|||
ParticleEmitter("Explosions")
|
||||
{
|
||||
MaxParticles(-1.0000,-1.0000);
|
||||
StartDelay(0.0000,0.0000);
|
||||
BurstDelay(0.1000, 0.3000);
|
||||
BurstCount(1.0000,2.0000);
|
||||
MaxLodDist(2200.0000);
|
||||
MinLodDist(2000.0000);
|
||||
BoundingRadius(5.0);
|
||||
SoundName("")
|
||||
NoRegisterStep();
|
||||
Size(1.0000, 1.0000);
|
||||
Hue(255.0000, 255.0000);
|
||||
Saturation(255.0000, 255.0000);
|
||||
Value(255.0000, 255.0000);
|
||||
Alpha(255.0000, 255.0000);
|
||||
Spawner()
|
||||
{
|
||||
Spread()
|
||||
{
|
||||
PositionX(-1.0000,1.0000);
|
||||
PositionY(-1.0000,1.0000);
|
||||
PositionZ(-1.0000,1.0000);
|
||||
}
|
||||
Offset()
|
||||
{
|
||||
PositionX(0.0000,0.0000);
|
||||
PositionY(0.0000,0.0000);
|
||||
PositionZ(0.0000,0.0000);
|
||||
}
|
||||
PositionScale(0.0000,2.0000);
|
||||
VelocityScale(0.0000,0.0000);
|
||||
InheritVelocityFactor(0.0000,0.0000);
|
||||
Size(0, 0.0500, 0.4500);
|
||||
Red(0, 255.0000, 255.0000);
|
||||
Green(0, 255.0000, 255.0000);
|
||||
Blue(0, 255.0000, 255.0000);
|
||||
Alpha(0, 0.0000, 0.0000);
|
||||
StartRotation(0, 0.0000, 360.0000);
|
||||
RotationVelocity(0, 0.0000, 0.0000);
|
||||
FadeInTime(0.0000);
|
||||
}
|
||||
Transformer()
|
||||
{
|
||||
LifeTime(0.7500);
|
||||
Position()
|
||||
{
|
||||
LifeTime(0.8000)
|
||||
}
|
||||
Size(0)
|
||||
{
|
||||
LifeTime(0.7500)
|
||||
Scale(2.0000);
|
||||
}
|
||||
Color(0)
|
||||
{
|
||||
LifeTime(0.0100)
|
||||
Reach(255.0000,255.0000,255.0000,255.0000);
|
||||
}
|
||||
}
|
||||
Geometry()
|
||||
{
|
||||
BlendMode("NORMAL");
|
||||
Type("ANIMATED");
|
||||
TimePerFrame(0.0500);
|
||||
FrameSize(32.0000);
|
||||
TotalFrames(16.0000);
|
||||
Looping(0);
|
||||
Texture("spa_sfx_skydome_animated_exp");
|
||||
}
|
||||
ParticleEmitter("Lasers")
|
||||
{
|
||||
MaxParticles(-1.0000,-1.0000);
|
||||
StartDelay(0.0000,0.0000);
|
||||
BurstDelay(0.0750, 0.5750);
|
||||
BurstCount(1.0000,1.0000);
|
||||
MaxLodDist(50.0000);
|
||||
MinLodDist(10.0000);
|
||||
BoundingRadius(5.0);
|
||||
SoundName("")
|
||||
NoRegisterStep();
|
||||
Size(1.0000, 1.0000);
|
||||
Red(255.0000, 255.0000);
|
||||
Green(255.0000, 255.0000);
|
||||
Blue(255.0000, 255.0000);
|
||||
Alpha(255.0000, 255.0000);
|
||||
Spawner()
|
||||
{
|
||||
Spread()
|
||||
{
|
||||
PositionX(-1.0000,1.0000);
|
||||
PositionY(-1.0000,1.0000);
|
||||
PositionZ(-1.0000,1.0000);
|
||||
}
|
||||
Offset()
|
||||
{
|
||||
PositionX(-2.0000,2.0000);
|
||||
PositionY(-2.0000,2.0000);
|
||||
PositionZ(-2.0000,2.0000);
|
||||
}
|
||||
PositionScale(0.0000,1.0000);
|
||||
VelocityScale(3.0000,3.5000);
|
||||
InheritVelocityFactor(0.0000,0.0000);
|
||||
Size(0, 0.0250, 0.0250);
|
||||
Red(0, 255.0000, 255.0000);
|
||||
Green(0, 255.0000, 255.0000);
|
||||
Blue(0, 255.0000, 255.0000);
|
||||
Alpha(0, 0.0000, 0.0000);
|
||||
StartRotation(0, 0.0000, 0.0000);
|
||||
RotationVelocity(0, 0.0000, 0.0000);
|
||||
FadeInTime(0.0000);
|
||||
}
|
||||
Transformer()
|
||||
{
|
||||
LifeTime(3.0000);
|
||||
Position()
|
||||
{
|
||||
LifeTime(2.0000)
|
||||
Scale(0.0000);
|
||||
}
|
||||
Size(0)
|
||||
{
|
||||
LifeTime(3.0000)
|
||||
Scale(0.0000);
|
||||
}
|
||||
Color(0)
|
||||
{
|
||||
LifeTime(0.0100)
|
||||
Move(0.0000,0.0000,0.0000,255.0000);
|
||||
Next()
|
||||
{
|
||||
LifeTime(3.0000)
|
||||
Reach(50.0000,50.0000,50.0000,0.0000);
|
||||
}
|
||||
}
|
||||
}
|
||||
Geometry()
|
||||
{
|
||||
BlendMode("ADDITIVE");
|
||||
Type("SPARK");
|
||||
SparkLength(0.0750);
|
||||
Texture("com_sfx_laser_red");
|
||||
}
|
||||
}
|
||||
}
|
After Width: | Height: | Size: 100 KiB |
After Width: | Height: | Size: 79 KiB |
After Width: | Height: | Size: 494 KiB |
After Width: | Height: | Size: 876 KiB |
After Width: | Height: | Size: 492 KiB |
After Width: | Height: | Size: 65 KiB |
After Width: | Height: | Size: 91 KiB |